-Controlling Gabriel feels much smoother than the first game.
-The Chaos Claws' held direct attack combo is pretty ridiculous. Every big hit (the second hit on hold, then the next three hits that make up the rest of the combo) ignores super armor and does huge damage. The Blood Whips held area attack is pretty up there too. Of course, the former will be less of a big deal in the full game since well have to manage the weapon meters.
-Camera is a bit cumbersome; probably the result of its insistence on making accelerating, swishy movements instead of just showing the player what needs to be seen in the most efficient way possible. Seem as if they wanted the in-game camera to be cinematic more than they wanted it to be functional.
-The way health indication is handled is very nice, with the red borders growing as your health lessens, but only showing when you get hit. The problem is that it can be hard to tell that you've been hit if you're at high health if you aren't knocked down.
-Theres a plethora of enemy visibility issues: Attack effects often obscure enemies, enemy blockable attack animations are often very indistinct, standard enemy unblockable warning happens and ends before the actual attack windup even begins, making dodging awkward (especially when the enemy is off-screen), since the accompanying sound and voice also end early, the paladin's arrow explosions and wings obscure the battlefield.
-The paladin's arrow indicators glow once they've been present for a certain amount of time. You'd think this indicates that their position is locked, but they can continue to track you for some time afterward. This one's just embarrassing; even more so because its inconsistent with the climbing sections, where the arrow indicator never moves once it appears.
-The paladin's ground shockwave attack tracks you until the very last moment, making dodging it extra awkward at close range.
-Enemies often stay at a distance ideal for the whip, but there's no effective way of closing distance with the subweapons(hopefully they get some sort of Stinger equivalent).
-Enemies that are ready to be finished have to get up first, during which you can't grab them. You just have to wait if you want their blood.
-Dodging into an enemy will force them to block or knock them down, this is really strange and possibly exploitable?
-I really wish the demo had been a more vertical slice of the game to we could fight more interesting enemies; the knights got real old real fast.
-Platforming managed to be simultaneously dull and annoying. Like, they tried to make it an actual thing, instead of a minor distraction to pace out encounters and it all feels so needless.
-I went through the demo multiple times, and every time when I first came off the first monkey bar climb ring segment and motioned downward to move down I'd get back on the rings. Waiting a moment worked, otherwise it would happen correctly the second time.
-The gears on the titan that stop and start at set intervals have inadequate indicators for when theyre about to move, if they have them at all.
-You can get a head start on the first titan climbing segment if you move after the pieces of armor fall off its arm when it punches the castle. That's some pretty useless armor.
-The menu selection indicator is really poorly judged; it looks like arrows pointing to either side. In some cases, you actually can scroll left and right, though that's not what the indicator is meant to represent, but I thought the demo was locked to one difficulty setting because of this.
-You can't change settings in the PC version until you've actually begun the game. I assume this won't be the case in the final release. Still, defaulting to 720p? Come on, guys.
-The presentation of the tutorials is so tacky. I guess this is a tradition now, but having the first thing players see be "Welcome to the tutorial," especially when you're trying to engage them in a storyline, is just bad form. "Fail!!!" and "Awesome!!!" are pretty cringeworthy, especially the latter, especially when everything has three (three!) exclamation points after it.
-Gabriel's little summaries when you load the game continue even once you press start, so you get the sound effect and his speech at the same time, it's awkward.
-Gabriel is suuuuuuuch a dork. Like, that thing with him tossing the goblet and quickly picking it up again before the knights saw him, just so he could drop that mildly threatening line about drinking their blood and then toss the goblet a second time. It came off as him trying to look like a badass in front of them, and I cant tell if it was intentional, but awkward, humor on the devs part or they actually thought they were making Gabriel cool. Also, what is a man-ing to nobody in particular. lol
Overall I liked it, but it feels a lot like the first game, at least in the sense that its issues, while not individually damning, just kinda pile on. Here's hoping the full game is cleaned up a bit.