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Tony Hawk: Ride Review — Motion-Sensitive Controller Sounds Bold, Feels Limited

A motion-sensitive skateboard controller promises pure skating, but Tony Hawk: Ride's detection and modes fall short of its bold premise.

By mitch·3 min read
A motion-sensitive skateboard controller sits beside a console, lit with dramatic light.

Tony Hawk: Ride asks players to forget everything they know about video games. There are no buttons, no thumbs, no analog sticks. Just a motion-sensitive skateboard controller that turns your body into the input. That premise sounds radical. In practice, it is a mixed bag.

The Board Controller

The peripheral resembles a real skateboard, with infrared sensors that detect turning, leaning, hopping and other actions. The idea is simple: move your body, and the game copies it. The execution is not.

Motion detection works well in open play. Turns, hops and slides translate to the screen with reasonable accuracy. But the system struggles with precision. Tricks require exact timing, and the controller cannot always tell what your hands are doing. Small movements get lost, and big movements get exaggerated. The result is a game that feels less like control and more like guesswork.

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Road Trip Mode

Ride splits its content across several sessions. The Pro Challenge brings in a deep roster of real skaters, including Cara-Beth Burnside, Mike Mo Capaldi, Paul Rodriguez, Mike Vallely, Dustin Dollin, Stevie Williams, Lyn-Z Adams Hawkins, Steve Nesser, Ryan Sheckler, Christian Hosoi, Rodney Mullen, Nyjah Huston and Tony Hawk. That lineup is the game’s strongest argument.

The sessions themselves are less impressive:

  • Speed Run: Battle the clock for the fastest time
  • Slalom: Pass through gates as quickly as possible
  • Trick Session: Pull off tricks for the highest score within a time limit
  • Challenge Session: Skate through a series of five different challenges

These modes repeat familiar patterns without much variation. The Pro Challenge adds some depth with different skill levels, but the core gameplay rarely evolves beyond what came before it.

Comparing Sessions

Session Focus Pace
Speed Run Time trials Fast
Slalom Gates Moderate
Trick Session High scores Moderate
Challenge Session Five challenges Slow

The table shows a clear pattern: the fastest sessions are the most engaging, while the slower ones drag. That is not a coincidence.

What Works

The controller is the star when it is working. Real skaters bring authenticity to the Pro Challenge. The presentation is polished, with smooth motion and a clean interface. None of this saves the game from its central problem: the controller itself is the game, and the controller is limited.

Final Word

Tony Hawk: Ride is a bold experiment that mostly falls short. The motion-sensitive board controller is a genuine attempt to change how games are played, and in moments it succeeds. But the detection is inconsistent, the modes are repetitive, and the overall experience never quite lives up to the promise of pure, button-free skating.

Ride is a curiosity, not a revolution. It is worth seeing once, for the novelty of its approach. As a game to play, it is thin.

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