Footage is looking good, but there are some things in there that do make me go "hmm" a bit:
-The lack of visual feedback for attacks is pretty glaring right now, and it's hard to know right now if that's just a toggle for demos or they're purposefully moving away from that for some strange reason. The fact that the damage numbers are a toggle makes me want to believe it's the former, but if the concern was that it might be too violent for Japanese streaming (I guess?), then why was it turned off for the closed door demo at E3, where that wouldn't be a concern? It takes a lot of oomph out of weapons like GS, hammer and LS, so it leaves this weird sensation where they're clearly operating the same but don't seem as impacting as they used to. This definitely needs to be addressed.
-Monster v. monster is looking rough for the most part. The big custom animation hits like Rathalos picking up Anjanath look great, but it otherwise looks like how it normally did in the older games, albeit with the monsters facing each other more often. This is a situation where something is preferable to nothing, but at this fidelity, it does look pretty ragged compared to everything else they've shown. If I could describe it differently, it's a concept that presents a big step forward in AI awareness for the series, but likely budget constraints makes it seem more like a half-step in the execution we've seen thus far.
-There are still some really weird AI awareness issues present. The big one for me was towards the end when Anjanath was going to sleep, despite the clear presence of hunters in the area. That does seem more like a weird legacy animation bug than anything else, so I would imagine that will get squashed by the final game.
-Weapon sound effects aren't very good, but they sound like placeholders more than anything finalized, so I'm willing to give them the benefit of the doubt for now. Still, that GS striking sound might be giving Berserk hatewatchers some immediate PTSD.
That being said, there is one mechanic that I am wondering if it's working like I think it's working: mounting. Rather than the free climb of Dragon's Dogma, it looks like there are three anchor points on Rathalos and Anjanath, corresponding to their head, back and tail. I could be going crazy, but it seems to me that the weight of the hunter on either the head or tail creates an animation state on the monster that lowers that part closer to the ground, so I'm wondering if this is their way of finally adding a serious metagame to mounting that wasn't present before, as it could mean that there's now a benefit for everyone in the party while the monster is mounted, especially for those with weapons that wouldn't be able to reach those heights otherwise.