Kung Fu Rider is not a good game. The controls are terribly unresponsive, the game punishes players unfairly and the level design is repetitive.
This wacky action game doesn't contain any of the fun hinted at by its goofy premise.
How Sony thinks Kung Fu Rider justifies being a full retail release (even with the reduced $40 price tag) is beyond me.
Once the novelty of the game concept has worn off, which doesn't take long, the frustration caused by the controls really kicks in.
The game tries to mix things up by throwing in tightly-placed bonus gates, hidden branching routes and aerial grind-rails, but the game never really flows fast or smoothly enough to properly invoke the spirit of SSX that it's clearly trying to recreate.
All the interaction it requires could be better executed, with equal intuition and far greater reliability, on a joypad with an analogue stick. [Nov 2010, p.94]
Kung Fu Rider's bizarre and broken controls bear little correlation to what's going on in the screen, and overall the game would function far more effectively if its commands were simply mapped to a DualShock controller. It would still remain utterly terrible, however, as the game is an uninspired mess built entirely around a core conceit that gets old surprisingly fast.
Bogged down by inelegant motion controls, frustrating gameplay, and a sheer lack of content, Kung Fu Rider is a hard sell for Move early adopoters. The concept may sound enticing, but this is one downhill race you'll definitely want to sit out.