If we're talking about gameplay being the connection between the boy and his beast, well as veloxStrix said there aren't many games that have had believable AI partners. Yes, I can envision the ideal game where I am truly interacting and in tune with my friend. But like you said, they really only showed us the building blocks. I would have liked to see the actual sum of those building blocks. And maybe I'm jumping the gun and the game has to be truly experienced to understand the connection between you and your friend. But all I'm saying is that the demo did not do a good job of communicating that. In the demo the extent of that was "he won't jump to the platform, find out why. Oh hey there is only one thing you can interact with on the other platform. I wonder what you should do."
If they can make the AI interaction more complex than that, which I'm sure they will, then I am definitely excited! I just want to see footage of that. Seeing is believing.
Also there was a lot of complaining about the graphics, but I think the game looks gorgeous, especially how the beast's artstyle is at a contrast to the environment.
Seeing is believeing is bullshit. You already saw it.
Comprehending is understanding.
'Emotional Connection' is garbage media wank buzzwords constantly thrown about with reckless abandon today, usually to describe the graphical fidelity of 'Emotions' attached to large wobbly knockers. Its meaningless garbage.
These are cold hard mechanical fundamentals. Every single second of this was 100%player controlled, or AI companion behavior. There were no cutscenes, there were no quick time events.
The boy talking wasnt 'atmosphere' it was all player controlled commands. Its a new and improved agro.
The player calls the companion, when the player is close, just like with agro, he pets the creature. Nice, but meaningless right now, just like it was with agro until enough time was spent with him.
The player then commanded the beast to jump to the next platform.
The player then commanded the beast to get ready to catch him.
The slow motion wasnt for shits and giggles. There is input in there, and it likely requires pretty good precision, or the slow motion wouldnt be implemented.
The Companion then shows a display of its own agency, and a conflict, it wants to go to the boy, but it is terrified of the eye design.
The boy pushes the eye design off the structure. One problem solved. The structure begins collapsing.
The boy runs to a place where he has enough time to call the companion, and tell the companion to get ready to catch him. The catch fails, the player has one last chance to not start over, but just like in Shadow of the colossus, these arent quick time events, if the player does not utilize the climbing controls they will not catch the tail.
Now the player is scaling the companion, while the companion AI is platforming. THis means grip meters and stamina management like.... Shadow of the Colossus, finding a safe place, during a good moment to let go to regain precious stamina before being forced to grab on again or risk getting flung off.
The climbing/stamina management test culminates in being able to remove the companions obstruction to climbing in time before the structure falls.
Its a painfully obvious basic mechanic tutorial, magically done without flashing hud vomit all over the screen.