I'm sure a demo will be released 1 or 2 months before release. Seeing how DMC4 had a demo and so did Heavenly Blade and Enslaved as well, it's very likely one will be released.
1 or 2 months? I need one now! RAAARRGGHHH!
(EDIT: Just so I can put my commentary in without double- posting)
Now, for my ideas on the game's mechanics so far. I really do miss DMC 1's lock- on system.
For those of you who are unfamiliar, DMC 1's lock- on was different from the rest of the series in that, instead of you locking on to the first person in your general direction, you locked on to the nearest person no matter what direction you were facing. To those of you who think Lock- on just sucks, you obviously haven't felt the ever- so- wonderful benefit DMC 1's lock- on system.
You see, in DMC 1 the enemy would come towards at a pretty fast pace, which makes knocking them back an effect strategy (especially when considering their numbers). This is, of course, in contrast to the rest of the series where the enemies were awfully slow and their numbers were easier to dwindle.
Now, for DmC, I really don't see how double- tapping the analog stick is an effective way of doing Stinger or any distance- reducing move. The thing is that if you want a fast- paced game, you want all your player's attention on their reactions to what's going on on- screen, not what's happening with their hands. It has been shown before that games that utilized double- tapping the analog stick were criticized for how players would mistakenly double tap it. Ultimately, it is one of those things where simultaneous input of an analog stick and shape button were preferred over sequential input of double- tapping the analog stick then pressing the button.
To exemplify my point, DMC is the only franchise with distance- reducing moves like Stinger. Most other action games required the enemy to move towards the player or the player to be able to bring the enemy to himself (aka a Grab button). This ultimately makes DMC unique among action games being the only action game (from what I can recall) to have a lock- on button while others depended on an auto lock system.
So how could they implement a lock- on button? Well, they have two evade buttons, only one is enough. Here's a control scheme I made- up a good while ago that combines DMC 1 and DmC mechanics:
R1: Lock- On (to closest enemy, regardless of direction)
L1: Devil Trigger
R2: Demon Mode
L2: Angel Mode
D- Pad: Devil Arm/Gun switch
Left Stick: Move
Right Stick: Camera
Triangle: Weapon Attack
Square: Gun Attack/Demon Pull/Angel Grab
Circle: Block/Evade
X: Jump/Wall Run
Start: Weapon/Item/Map/File/Action/ screens
Select: Option Screen (for quitting and resetting missions)
L3: Taunt (because we need a taunt button. Screw what NT says)
R3: Camera faces hint/key area (like in Dead Space. This is good for beginners or people who aren't good with platformers)
This combines the familiar controls of DMC with DmC's new mechanics without sacrificing key components such as Lock- On. Especially considering that there was no need for a dedicated Juggle or Evade button since all evasive moves were already covered by the X button and Juggle moves were covered by the Triangle button.