This is simply a list of demo details and not impressions. My impression was the more I played it, the more I liked it, some stuff that sounded stupid on paper is actually a lot of fun. I think it's going to polarize people though, as it's actually very different from RE4 and RE5, a lot more so than I was expecting.
-The demo seems to be set on Easy difficulty which unfortunately cannot be changed.
-Blue Medallions are back. They look a bit different but make the same noise. Found one in Jake's scenario.
-Instead of money, you collect Skill Points. No idea exactly what these do, but collecting treasures ala RE4 or RE5 give you Skill Points as well.
-You can change your gun to either a square crosshair or the classic laser.
-Laser color can be changed to Red, Blue, Green, Yellow, or Purple.
-Pressing down the right stick on the 360 controller made it so the character switched which hand they used their gun with. In RE5, Sheva and Chris used opposite hands and were on different sides of the screen. In this game, pressing a button will switch which hand you use and which side of the screen your character is on.
-There is a melee attack button now. On the 360 controller, it is the right trigger when you have no weapon pulled. Leon kicks, Chris punches. Different characters seem to have different strength of melees, and they essentially replace the knife.
-Speaking of the knife, some characters have it but like the old RE games it is used as a inventory item and weapon slot.
-Jake has an expanded form of melee, where one of his equitable weapons is called, 'First-To-Fist', which makes him attack things with his Wesker-esque moves. Actually a lot of fun to use.
-Sherry doesn't use her fist, but does have a melee weapon in the form of a Stun Rod. She uses it differently, but is more gymnastic with it.
-Both the fist and the stun rod are weaker than a gun, but essentially you use them to 'stun' enemies and get them into a lock of stun as you rag out on them.
-Green and Red Herbs are in the game, but combining them give you pills rather than mixed herbs.
-Characters have 'blocks' of health. You do recharge health, but never past the current block your own. There's several blocks (I believe 6-7) and if you for instance get to 2 and a half blocks, it'll recharge to 3 blocks but not past that,
-Pills are used with the 360 Controller RB button. Pressing it once provides one pill, while pressing it more than once in succession will make you pull out multiple pills to swallow in one gulp. One pill equals one block of health restored.
-On the 360 controller, you press and hold the L button by walls to use it as cover.
-While dashing and holding A, you'll automatically jump over low walls.
-Amusingly, the game has different animations for low walls you can't jump over. They may either grab it to stop themselves, or against a gate will grab the gate to.
-The game actually has a lot of interactive stuff. Characters interact with their surroundings, from running into things, running over things, changes in lighting, and more. Lots of small details in how they react.
-The J'Avos do seem pretty well randomized. Who bursts and who doesn't isn't set to always be the same enemies, and may or may not happen in several situations
-AI on both the enemies and your partner are improved.
-In Chris's section, you have several AI squad mates that join you and your partner. They shoot things but can't be killed and are only part in a few sections. They cannot die but will react to damage and can be downed for a bit. I had fun tossing grenades at them.
-Zombies seem to soak a lot more bullets than regular J'Avos do, but J'Avos who transform seem to soak more than Zombies do.
-That is unless you know where to hit enemies. Getting head shots on zombies seem harder now. On transformed J'Avos their weakpoints often change location, but have a visual clue. One example is that Flying J'Avos it's natural to hit the flying part like a Plagas, but actually it is better to hit their hanging body and their 'human' head, not the insect-like head.
-I recommend setting where you aim under options to camera, not player. The player one messed me up a lot, I say this as I was having difficulty with this option since I had it turned the other way around.
-You can turn off the destination markero n the menu, but this also makes the HUD disappear.
-When you're downed, you can still crawl on the ground and shoot enemies, just slowly.
-While you have your gun out, on the 360 controller pressing A+forward will make you do a short slide and put you on the ground on your back.
-While having your weapon pulled out, pressing A+down will result in a back flip that slides you a bit backwards.
-You can do a slide kick that trips some enemies by running and then quickly pressing L+A at the same time, but this has longer recovery time.
-Pressing L+R at the same time makes you do a 'quick shot'. It has a different animation and fires a single quick shot from your gun, like a secondary fire.
-Annoyingly each time you use a Grenade you need to select your grenade. After using one it goes back to the last weapon you had pulled out.
-An interesting added feature. While I haven't found and don't believe there are voice commands in the demo, at 'partner doors' you can press B to spam messages to your partner like in RE5. However, in this game they'l lstart off by speaking quietly but if they take a few seconds the characters at the door will then start yelling while you mash the B button. First few times you press it you'll say it quietly, but then after a few times they'll start yelling.
-The sensitivity in this game is very fragile and changing it can make big differences in your playign style. The fastest is really fast, the slowest is really slow. Adjust to find your liking for camera and aiming speed.
-You can turn the camera completely around your character now.
-Ustanak grabbing you in the mini-boss battle seems to be only freeable by your partner (though it does deliver damage the longer you're in it as he keeps sticking needles in you). This is different to most enemies n RE6, where you can free yourself (though friends can help).
-Each inventory and options screen is different in all three campaigns. Each have two screens, one for instant change so you can quickly go through your inventory and select what you need, and another larger one to combine things and view everything you have and such.
-There seems to be no way to pause in the game. you do have a pause menu, but the game doesn't actually pause.