Posting here because the review thread is already kind of dead (my bad)
After watching more footage...
Gameplay-wise, Fast Racing Neo seems really simple while F-Zero GX was rather complex.
It looked like there's only two different types of turns: "regular turn" (when you simply use the analog stick) and "slide turn" (when you add ZL/ZR). Is that the case?
For comparison, F-Zero GX had two main "states": "grip state" (default) and "drift state" (once you lost your grip, unnintentionally, or by pressing both triggers). The same inputs would give you different turns on different states.
The regular turn and slide turn in Fast Racing Neo look similar (with less grip) to what you would get in F-Zero GX, with the same inputs, while in grip state. However, the drift state options seem to be missing enterely.
In F-Zero GX, while in drift state, moving the analog stick would give you a "drift turn" while adding a trigger (R/L) would give you a "quick turn". These two were the ones that allowed you to turn "on a dime" and, therefore, made it possible for the developers to desing those crazy circuits full of sharp turns that some loved (myself included xD)
If there's nothing similar in Fast Racing Neo, that would explain why the circuits feel like long straights when compared to many F-Zero circuits

It seems that you need to anticipate even the easiest turn.
Without the grip state-drift state duality, i wonder where all the F-Zero comparisons are coming from, as one of the most recognizable aspects of F-Zero is the fear of tilting the analog stick a bit too much, which "breaks" your grip, and suddenly changes your regular turn into a drift turn (making you crash against the rail

). Another instance where you could enter "drift state" unintentionally in F-Zero GX was when another ship touched you (in Fast Racing Neo it seems that you enter a spinning animation).
Other recognizable F-Zero aspects (seemingly) absent in Fast Racing Neo:
- the track design, which you can't have unless your ship can turn "on a dime"
- a handling system that gives you multiple turn options that you can combine
- being able to boost and still take the sharpest of turns with easy
- your ship being small in relation to the track, while being surrounded by many other ships
- boosts are short, and you start to quickly lose the speed gained as soon as the boost effect ends. To reach high speeds, you need to do multiple boost in sucession.
Why all the F-Zero comparisons? The main thing that they have in common is the speed and, in that aspect, Fast Racing Neo is probably going to be faster on straights (just hold the button and watch) while slower on turns (it seems that you don't have tools to take a turn really fast)
Anyway, i'd like if someone with the game could mention if there's more turn options aside from the two obvious one.