Well, I have to say that I am more satisfied of this gameplay, because the AI looked more alive and active, especially the one of the bandit equipped only with a sword, because he kept slashing Geralt on his flanks and whenever he was at his back; probably this demo was played at a higher difficulty. Anyway, unfortunately they still walk right in the Yrden signs, even when you cast it miles away from them...
The only things I keep not liking are the too frequent and exaggerated torso and limbs chopping, the animations which are still clunky and somehow simple (I would have liked a wolf bite seizing Geralt by a wrist or a shoulder shaking him to take him down and a more aggressive werewolf trying to take him down to claw and bite him in an easier way. The time needed to escape would be related to your defense and constitution parameters, without QTE.), the werewolf turning red (maybe punching up the muscle growing a little bit more would have given a better feeling) and the camera, that should be a tad closer in my opinion.
I really like how it closes on you when you perform Igni, so I would like that on the more dramatic sword slashes it closed on you as well.
On the other hand I hate that you don't have a specific attack for grounded opponents. Regular swings as a finisher isn't really a good deal for me. And a move of that kind exists since the first Onimusha came out, if not before it. Why going back instead of improving?
One last critic: the shielded guy loses his protection on counterstrike, which is a good mechanic that makes the combat more varied, but the animation is quite weak and recycles regular counterstrike adding only the shield slipping out; well, I'd prefer that Geralt, while kicking or shoulder ramming him, ripped the shield of the thug with the empty hand, throwing it away, or maybe in the face of an opponent next to him.
I'm not sure if the trails on enemy's attack should be removed or not, because they are probably integrated in the gameplay to announce the type of attack the opponent will execute, giving depth and a strategic approach to the combat system.
Maybe the best solution would be to remove the red trail on strong attacks, replacing it with a white, semitransparent trail and to eliminate the trail on the light attack.