Issues with platforming are the result of several little breakdowns rather than one massive, fixable issue. The first, and biggest, issue is the lack of weight. The Monitor doesn't run across surfaces; he glides from place to place. There's just a lack of "crunch" to the control stick. It feels loose and slippery. As a result, there's no sense of momentum, which is mandatory for parkour-style gameplay to work properly. At times, it almost feels like you're running too fast. You'll hit a wall at what seems like the correct speed and angle, only to miss it or lose your footing on the rebound.
Jumps require near-expert timing. Adding to the frustration, there's no in-game assistance going on to help nudge maneuvers. The first few areas presented in the tutorial look incredible and are well designed. If you want a great example of the game Tron: Evolution could be, check out the first hour. After that, the repeated falls because of ever-so-slight variances in approach angle add up. It would be great if the camera at least attempted to offer some help, but it tends to go for a cool angle, not the more playable angle.
Health and energy refills require near-perfect acrobatic timing as well. Rather than grabbing a power-up widget, you're forced to find energy transfer spots to refuel. Cool idea, but most of these are on the wall and require a perfect run if you want to hit them. Topping off on energy is easier (they're on the ground), but sometimes the contextual icon doesn't pick up quick enough.
Most issues stem from a combat system that isn't quite sure where it wants to go. Sometimes it feels like the game is going for button-mashing; other times, it feels like finesse is the way to go. Neither feels right. I like some of what the combat system is trying to accomplish. Most enemies have a strategic weakness you're encouraged to exploit to defeat them. Unfortunately, "exploit" translates to "spam like crazy." You can't do this. Special moves are regulated by energy, and it's not possible to keep refilling. This leaves you with the option of using normal attacks, only you won't do as much damage and have to fight with a jittery camera.
Move support is basic and not a good representation of what the controller can offer. During light cycle segments, you can hold the Move like handlebars. As neat of an idea as it is, it's slippery and doesn't fit with the precision light cycles require.
Tron: Evolution caps off a common problem I've noticed throughout 2010. There are some really good ideas at play and the game is headed in a positive direction. But numerous smaller issues trip up any forward momentum. Loose controls, problematic camera, and repetitive action... it all adds up on the end. At best, Tron: Evolution is a rental if you want to check out the story, though only hardcore Tron fans will be able to endure the gameplay issues and make it through to the end.