Not happy with Turok. May just be a poor choice of the demo section. A demo is your shot at making an overwhelming first impression, and it's just not such a great idea to stick players into a dark, monochromatic cave where they can't see shit as the first thing. The exterior graphics are pretty good I thought, nice sense of being in a large jungle, the animated foliage is awesome, but the raw area designs were rather underwhelming. Felt very artificial to rummage through a large arena pit enclosed by walls and fucking ramps up onto those walls.
Combat didn't give as much response as I would have wanted. I could never really tell when I had defeated an enemy, because they'd often fall over and go into what I identified as a death animation, but then get back up. Very frustrating when you're already reloading the gun. Also couldn't really anticipate from where I was being attacked. I didn't turn up the volume much because it's not exactly play time here, so if there's audio cues I just didn't catch, that's probably good enough.
I could say that the knife is ridiculously overpowered, but more constructive ways to say it is probably that the SMG feels incredibly weak, or maybe that the dinos can take too much punishment. The shotgun is effective enough IMO.
Lastly, the control scheme ... is this the Halo 3 scheme? I know the XBox 360 pad's bumbers aren't all that good, but really: does a gun trigger have to be an analog button with a long way to push? Nope. It makes no sense. You don't half-shoot a gun. You either fire it or you don't fire it, so map it to a digital button please, if you have one in reach that works well enough.
PS3 control defaults should build on Resistance, because that's what PS3 fps players are trained for. Configurability would be all kinds of ace, of course.