I can hardly comment on the game considering the fact that I haven't seen too much of it, but I imagine the control scheme being a big pain to get used to. I can't imagine using my entire body as a method to steering a fast hoverboard while boosting and doing tricks.
Having actually seen someone playing the thing, I can say that it's not really
that bad. For the most part steering is handled by leaning back and forth while facing sideways, and it was actually pretty responsive, save for the fact that he didn't know how to drift. The game brings back the charged-up jump from Riders 1, and you start charging simply by crouching down, which I gotta say is a neat idea. I saw the guy do some silly spinning every time he jumped though, not sure whether that was necessary for the game (I literally saw the player do a Shoryuken on one of the jumps, dunno why). You can also hold your arms out to either side to collect rings out of reach and attack other racers, though the player didn't do any of that in his playthrough. And the boost, that was performed simply by pushing off the ground like you would with a skateboard to keep it moving, and it seems like a natural movement to me.
The main thing that has me put off is the fact that they brought over the transitional scenes from Riders 1 as well - you know, the ones that required you to rotate the stick really fast? Well here, the character had to swim through water to reach the next lap, and on Kinect that translates to flailing through the air like an absolute retard. Honestly, I was actually liking what I was seeing until they brought
that bit in, and if I ever refuse to buy the game it'll probably be because of that.
They mentioned actual online play for this title, which is long,
long overdue for a Riders game, so who knows, if it gets controller support it might not actually turn out that bad.