My only real issue is the gameplay and action. The first boss that's show is essentially a bullet sponge, and that's boring. It looks alright enough, but pretty generic. It feels like I might feel the same about this as with Witcher 3's combat, where it's just press the same two buttons over and over until the enemies' health wears down without really having to worry much even though I'm on the second to hardest difficulty.
I have one suggestion that would personally make the gameplay more interesting, to me anyways:
1. Bosses that you might not be able to kill during the first fight that will stalk you throughout the game, at least until they're killed or you're able to work it out with them.
This would destroy my main issue with nearly every RPG: you're guaranteed to beat everyone you come across, no matter your level. It gets boring as you know you're going to win. Compare this to multiplayer games where you aren't guaranteed to win, so it keeps you wanting to get better at the game and get to know and learn complex abilities that can help you out, but again don't guarantee a win.
For instance, take this first boss. Let's say he equipped a shield that can only be taken out with a particular ability, gun, or firepower. You don't have this item you learn as you fight, forcing you to retreat and run away as he chases you down. Now, you still have what you need so you completed the quest. But now, this guy is still out there, lurking around ready to jump on you at any moment. Or, maybe he will only jump on you if you're in his part of his city. So you're safe where you live, but when you enter his territory you gotta keep alert at all times and be sure to have that item on you, otherwise he could jump in and wreck your shit at any moment. Unless, you're in that area to come and end him like you should have.
I think this aspect would create a unique aspect to the gameplay and immersion. You're hanging out eating one second before a dude busts in shooting the place up, and you have to run and escape the dude because you made a bad/stupid decision during a mission.
I took some inspiration for this idea from games like Left 4 Dead 2 and Alien Isolation. Having someone out there that's after you, just like you're after these others, can really add a level of tension to the game world. Especially if you're too early in the game to actually have the stuff to kill them, making areas of the game like the two games mentioned above: too scared to stay in the same place for too long, or too scared to move too quickly or loudly, because you're GENUINELY scared to attract attention because you know you won't win.
Coming to think about it, this idea is essentially Shadow of Mordor's Nemesis system. Albeit, I'd prefer if who you're fighting doesn't come back after you kill them or they get an intro when they show up. I'd prefer to come to realize who it is that's after me. Also makes it more interesting that it's a specific person you've interacted with you after you, not some nameless gang members that you dispatch of rather easily.
2. Also, building upon that, more interesting enemies that require genuine gameplay interaction with instead of, like in this demo, just shooting at a specific spot until you can just shoot at the whole body. Especially with the ezpz-no skill gun where you stand behind cover. It's been done so much before that it's just so uninteresting.
3. Other than that, the game looks beautiful and interesting. However, it really doesn't feel like I'll be able to actually interact with the world meaningfully beyond the story. I mean, do we get to talk to those people we get to slip with after that opening mission, or is it just a, "go to club, decide if I want to sleep with girl or guy, black screen before next 3 days" shit? Or do we even get that much control? I would love if we could go to the club, interact with some character part of a random set and make a relationship, friendly or romantically, that's separate from the crime life shit. Just get to know random people I come across. This would make the game more immersive imo.