Im too lazy to nitpick most of it now, plus it seems we have professionals at that in this forum

, so I will just mention some small things, and say the demo overall was excellent and I expected nothing less from this amazing studio.
I didnt liked the sword strikes, too many spins, way too many, I'd argue even 80% of all attacks were spinning or turning around the guard, changing sides, this could all be what types of attacks they chose, but it happened a lot in all combat encounters, Im a bit more pessimistic now regarding the variety and style of combat.
Its possible that, in addition to making enemies easier and/or weaker, the player used only strong style attacks or something for the demo, and those happened to be spinning attacks, but its too much speculation.
I absolutely LOVED to see that, the execution move we saw at the E3 Xbox conference, was actually a "normal" attack you can do when you want, probably learned through character upgrades, but that has a special value to it. Its extremely important to have attacks that are rather unique in utility, not just in looks, and that the player has to decide when and how to use them, in regular gameplay and not special contexts.
Sound effects were quite improved from previous games, and are really helping with immersion, and music is just the best thing ever, its way too good, and more importantly it still remains to be different than that of TW1 and 2.
Graphics were awesome but not consistent, probably because its very old footage, compared to the release date.
Once again i see the problems i saw with the 6 minute teaser regarding dodging and other moves:
http://forums.cdprojektred.com/threads/31339-NEW-6-minutes-gameplay-quot-teaser-quot/page21
Harpies maneuverability and behavior is greatlyimproved, they dont look like just regular walking enemies but with a flying animation as they were in TW2.
Human enemies acted too much like just automatons trying to kill you. They were being cut in half, burned, totally butchered, and none of them said a single word, or tried to give up or flee. This is again a point that might be just in the demo, but I hope its not like that in the final game, especially because they were just bandits messing around, not some super experienced elite guard formed by veterans.
The camera rebelled against the player in the werewolf fight, and at first I thought this was a random issue of the yet unpolished new intelligent camera system, but now I realize it might've been scripted to focus on the appearing wolves the Werewolf called when transforming. Its a serious and clear problem, so I will just assume it will be fixed by release. If the focus on special events is absolutely necessary for the experience, I suggest using a light slow motion effect while showing the event in question, and then making the camera come back to a more "playable" position followed by the resume of the normal gameplay speed.
Walking speed seems too slow to be of any use, the player had to abuse dodge moves or mid/long range attacks to maneuver, and that, besides not looking good, will lead into a less responsive gameplay experience, because you end up kind of jumping around all time, thus reducing how responsive movement is, the idea of walking is precisely, to be slower than other moves, but precise and fluid, perfect for repositioning and fast counter-attacking, right now it seems it leaves you too vulnerable and you might never be able to actually move significantly to change the situation.
Not sure if this was because of how the game was played, but there seems to be an important lack of fast short range attacks, if this is true for the general attack set of the final game, it will likely lead to other problems with dodges and jumping attacks.
Next time CDP, try to show more variety in combat, use more blocks, counters, roll like in the Debut trailer, different types of attacks, etc. Also show different weathers like during a storm for example.
Nothing else I guess, but im not trying too hard anyway
