Final thoughts, beat the demo and got to play more at the event. Wasn't timed so got to experience it fully, just need to tidy up my post and fix all the typos/grammar errors/auto-correct mistakes in the next few days.
So I managed to play the demo once all the time through and two other times 3/4s of the way through at the event. Outside of the event, I had playe the demo one other time to about 3/4s of the way through, played once half-way through, as played the first 10 or so minutes six times in total. I got to experience some more variations of locations through deaths. The deaths were forgiving in the demo (outside of load times), but I'm aware the main game uses save rooms.
I'll start off with a few problems I noticed by playing it a fair bit. For now, the bottles are broken. You're supposed to pick then up and throw then to distract te enemy, but it only worked for me once of the couple dozen times I tried using then. Hoping that gets fixed.
Also the enemies detected me almost every single time I was trying to sneak up on them, except once. I feel there's some wonkiness in the demo with stealth.
Not complaining on this one, but the enemies never hear me super loudly kicking open a door they're right next too. you can open doors slowly or kick them open, they never hear you if you kick a door open.
I also think on Normal difficulty the game may give you too much upgrading gel. Maybe this was for the demo to let you upgrade some stuff in the demo, though.
Also maybe a good/bad thing, since the scenes have high randomization set-up I find the game sometimes gives you better/worse hands. On some runs I had a lot of good luck with items from crates, and had very few enemies. Other times, I had scarce supplies and more enemies littered about. So on this front I can see how this can make the game more challenging/easier based really on chance, and that can be a good/bad thing, but I do like it. Not everything is randomized but it does make it fun to replay.
I've actually played different versions of the areas enough times by replaying and dying that I think I have experienced almost every combination of possibilities of enemy placement in most of the rooms in the manor.
Now, the rest of it, which I am indeed positive on.
Enemy AI can be clever in places (dumb in others but works with their zombie-like nature and didn't see anything that struck me as dtupid or bad AI outside of stealth stuff I mentioned above). Things like when I pull my gun out not facing the enemy and try to aim at them they duck under or dart to avoid, or hide around a corner waiting for you to come near to attack (or in one case as I went down a hall suddenly barge from around the corner at the end of the hall and madly dash at me with a knife). They responded well a lot of the time to my player actions, an all of this was dynamic and not scripted, which impressed me. They even have some team dynamics when in a group, like of two paths they'll try to corner you off with hand motions and movements and everything, but retain a creepiness from how they move as sound and being a threat still.
I also found out enemies stay where you left them even if you leave and come back, I went to the save room running from enemies and they retained their positions when I cane back. Through this I also found out enemies when they aren't alerted do things and sort of idle and move around the place on their own doing things. I foud some enemies I left I the library with one checking out a desk, another climbing a ladder, and the like.
Creepy clown laugh must of been one of those mood setting things I mentioned earlier as I don't think I heard it again, though there were enemies with clown masks still but not all of them like it did that one time, only in the room after the laugh I heard the first time.
I tested more with the agony bow now as they seem to give you rounds for it from the start of the demo. Explosive attaches an explosive prickly thing to an enemy that explodes five seconds later, it's a modified mine from the game as it has the same light and tripping noise. A frozen now freezes an enemy and let's you shoot or melee then to shattered them. Electrics zaps them and makes that enemy blind so it swings around randomly and it's eyes bleed and covers them, so you can sneak attack/stoke/easily kill. Also electrifies enemies nearby. The agony bows seem to be alterations of traps enemies can use on you in the game, so assume there's some kin of frozen and electricity trap in the game you can dismantle if carefuly.
The nurse in the save room hub, what's her name, changed her 'welcome' dialogue based on certain things. Visiting her multiple times in one demo session lead her to say to me, "You're evidently one cautious patient." Comin in when I was almost dead made her tell me she doesn't provide medical services. If I have a lot of green gel, she tells me I should use it. I assume there is a lot more to this.
Also from the PAX event, not the demo, there was an actress playing her which gave me more eyesight into her character. She acted a she did in the demo, but some added elements, like she would ask questions of the patient, things like, "Are you awake, or are you sleeping?", and something about delusions. Also as one of the winners of the Xbox One, I ha this thing done where she put me in a medical thing, strapped my wrists and ankles, she took out a syringe and fiddled with it but in the end slrayed something in my mouth, and outside of questions about name and such, asked something about if the set-up I can't quite remember, and gave me a memo note saying, "go to the church." I'm assuming this was all in role for something from the game, a Bethesda representative asked me to come with her in the middle of me playing the demo, and told me to talk to the nurse, and as I did that happened, and then try informed me I won an Xbox One.
I found out Ruvik can appear anytime again. Popped up during a puzzle and jump scare (which scared me as I knew the jump scare was coming for playing the demo a few times but then he appeared righ after).
I actually found a couple rooms I had missed before in my other runs. Not much important inside, but got a second map piece showing some islands and there are some side areas that are easy to miss in this game.
The rest I woul have to say would have to do with the Demi's content in question, so will hold off talking about it. All I will say is there was some fun effects effects going on at the end.
Also there were some interesting things at the party I thought must be a reference to the game somehow. Newspapers were liked in the bathroom, talking about who is running Beacon Mental Hospital, as the owner died 30 year ago. Something about a whole village who just died of an outbreak of something and left abandoned. There was also a room with nothing but a wall wrapped in platic with a black and white photo of a woman behind it hung on the wall, guess it might be important?