The demo throws you into what I believe is the start of the game, initially playing as the sword-wielding hero-for-hire character known as "Cloud" (yes, I know he's mega-famous, but he isn't to me!), and I was immediately shocked to learn that the combat isn't turn-based in this remake. Instead, it employs a fluent and satisfying hack-and-slash system that also features the ability to slow down time in order to access spells and items.
You get around an hour's worth of gameplay in the free Xbox demo, which sees you grouping up with a collection of characters in order to take down what's known as a "Mako Reactor". Along the way, you also get the chance to switch between Cloud and Barrett (a muscle-man focused on ranged attacks), and it quickly becomes clear that switching between characters is the key to keeping enemies on their feet, especially with the more boss-like encounters.
And I have to say, even though I don't really know what's going on yet, the story seems intriguing and the presentation is excellent. Final Fantasy 7 Remake definitely feels like a big-budget game, even for something that was first released almost six years ago, and the best compliment I can give is that the demo left me wanting more.
The optimisation for FF7 Remake seems to be amazing as well, at least on the platforms I'm playing on. I spent around 45 minutes on Xbox Series X, which is where the above screenshots are taken from, and it feels like an ultra-smooth 60FPS experience (albeit on a VRR-enabled display) with impressive visuals.
After that though, I switched to the ROG Xbox Ally X for the final 15 minutes, and was pleasantly surprised to find that it immediately synced my save with the Series X version. Yes, Final Fantasy 7 Remake is an Xbox Play Anywhere title even when it comes to the free demo, so switching between console and handheld is seamless. The Xbox Ally X seems to handle it with ease as well — I was playing at 720p (just a preference thing) with multiple "High" graphics settings, and didn't even need to use the "Turbo" power mode to reach a stable 60 frames per-second. There was loads more room to squeeze out even greater visuals, but it didn't feel necessary.