Edited sentence: Crafts have no longer aerodynamic capabilities allowing them to flow over some sections of the tracks.It turned out that 'better' was lethal enemy of 'perfect'.Lots of people expected a lot from the game - they received a bitter disappointment.Many people just gave up on serie considering it too hard.Most likely SONY insisted on Studio Liverpool do develop the game that would be more 'available' for bigger audience.Nevertheless, what was the flaw for somebody, simultaneously was the advantage for others.Previous WipEout series were quite challenging, because required mastering both: memorizing the tracks and learning to feel the crafts' physics.Sadly they didn't make it.The game mostly focuses on shooting other contenders rather than mastering tracks, since crafts' physics (once perfect in previous installments) is seriously simplified.There's no need to learn when to use air-brakes since the game is quite tolerant, allowing to hit walls without instant-stop punishment.Unnecessary ideas like lack of speed classes or necessity of upgrading crafts characteristics (luckly no Gran Turismo multipart tuning) made the game significantly worse.Wipeout Fusion developers tried to improve the perfect original that Wipeout 2097/XL was.Wipeout Fusion is way too easy to learn