Played the demo again a bit ago on the show floor, second go impressions.
---Second Try Impressions---
Got a lot further this time while playing, and this time played the Xbox One version.
Two things about the Xbox One version: It must be much more optimized right now. Load times were cut in half compared to the PS4 (15-25 seconds), and the frame rate didn't suffer at all, it looked a solid 30 FPS the whole time. But I noticed that the the game didn't look as sharp as the PS4 version and the audio was slightly different (if this makes any sense you can't hear things as far away as you can on PS4). I could hear the Save Room theme from across the hall for example on the PS4, but only in front of the door on the Xbox One. And there were other changes too, there was, in fact, music on the Xbox version. It didn't ruin anything as it was undertoned and creepy, but it leads me to believe the Xbox One version is better along than the PS4 version. Didn't even see any texture pop-in.
I also got a lot further this time, I got up the last puzzle before the door in the main entrance locked off when I ran out of time, but I did notice and observe some stuff this time.
The controls on Xbox One felt more regular. Not controller preference, I mean the tank control element was lightened some with walking around. Aiming felt the same, but moving around felt a lot more like you'd expect a TPS to move. I'm curious about why that is.
I managed to get a goddess key and open one of the morgue lockers. For a grenade (the ond-styled one I mentioned yesterday).
On the options screen I have found that you can in fact increase or decrease screen noise, so if you like it or dislike it you can change the percentage in the game to a lot or none.
I mentioned this on the EW forums but not NeoGAF, but there's a 'Show Partner Health' option I the HUD options, making me think there will be sections with you and another character.
Someone asked about volume on consoles. You can adjust everything's volumes; music, voices, sounds, cutscenes, are the four options.
A random note, The game has a lot of load screens. I have not seen the exact same load screen twice, though some variation (Ruvik is in the elevator, no Laura is the next time this screen pops up!) Also the game must have some big mannequin section or something. Two different load screens with mannequins. I saw this one today with baby mannequins. No idea what they have to so with the game as of yet, but they were sitting creepingly on the floor in a light in the dark room, the light would go off, and turn back and they'd be someplace else.
Ruvik scares me. He literally can appear at any time. I was fighting a few enemies in a room web suddenly in the middle of this Ruvik bursts through the door and suddenly his music and screen effect happened, and I was in a mighty inconvenient location to maneuver past him and the two enemies.
Getting headshots in the game is more challenging as the enemies bob their heads around and you need to shoot in a very specific spot, and I've found out Sebastian's accuracy when on low level with a weapon is horrendous. I've had shots with the pistol shoot over a foot in another direction of where I shot, so on low accuracy level the reticle box is actually more, 'the area your shot will actually land at' rather than the reticle middle or circle. A cool feature is you can shoot off part of an enemy's head without getting a headshot.
This may come as no surprise, but there are, in fact, some scripted enemy scenarios, so not all enemies are random.
The demo made me curious about some things. I was running through a hall and then heard this REALLY creepy clown laugh echoing through the halls, then suddenly all the enemies in the manor were all wearing clown masks. I have no idea what was up with that.
The puzzles here weren't hard but were interesting I will say. Some nice gothic inspiration behind them. Liked the painting puzzle.
I figured out how to set items to the d-pad, so that was nice. And to confirm something, your inventory slows down the game but doesn't stop it so you can still be hurt while using it.
There are two aiming modes, the proper aiming mode, and a 'free shoot' mode. The first aiming mode make the camera zoom in behind the shoulder, you move slower but shoot more precisely. How close behind the shoulder depends on the area you're in. Tight corridors will put it almost in a FPS mode, default is a bit closer than RE4, but not by much, sometimes more pulled back.
There seems to be a chance when you run out of stamina Sebastian will stop in his tracks and take 3-5 seconds to catch his breath. Again, mashing the X button makes this go faster, as does recharging stamina.
There are four areas to upgrade with green gel, yourself (health, stamina, etc), weapons, capacity, and the Agony Bolt. I had fun with the agony bolt today, the explosive bolts were fun.
On that, I hit an enemy with a explosive bolt, but it takes a few seconds to explode, enemy grabbed me and I exploded. Game confirmed to have dissection deaths, Sebastian literally exploded into pieces, but you could tell what all the pieces were. Happy to have Mikami deaths back after they left RE with RE5. Another one involves an enemy slitting your throat and blood purring out.
Speaking of blood. A fun blood splatter effect in this game. Killing enemies near a wall or furniture will splatter blood on these that stick for a small bit. Killing an enemy close to you in a gory fashion will have blood coat Sebastian for a few moments as well.
There was a hallway that wouldn't look out of place in Silent Hill that involved paintings with sections in them (that worked with the composition of the painting) that were turned into holes showing squirming, organic tissue inside.
Ran out of ammo for a while, and can say these enemies have it! By 'it', I mean that they're deadly, and have tricks, but you can run past them and avoid them, though they'll give more chase than zombies in the old RE game, you can outrun them and lure them to run past them I hallways.
That's about all I noticed in my play session, now for the event tonight! I suspect it'll be the same demo, but still excited.