Art direction is phenomenal, as is the level design from the looks of it, but the obvious and extensive scripting really gets in the way (though I'm willing to forgive that considering it's a trailer). There are a lot of open spaces and what looks like the ability to change the pace/intensity of the gameplay to some degree at will, not to mention possible free navigation throughout - at least, that's what they're promising. It will be interesting to see how it actually turns out in the end - as others have pointed out, early BioShock demos were very impressive but the actual game ended up being significantly... well, the game really didn't manage it at all, and lacked much of the excitement and freedom originally teased.
That said, even from the demo I can tell the shooting and AI look pretty bad (tiny console-style FOV, all the view bobbing, enemies standing still in the open and not using any cover), and the protagonist is really annoying with his Generic White American voice. For as technically and artistically brilliant as the game looks, the actual mechanics and presentation still seem to leave something to be desired. And is that two weapons maximum I see? God dammit, not this shit again. This is a game about floating cities with a 19th-century America theme park vibe, with giant mutants and psychic powers, and we have to make concessions to "realism"?
Oh, and too much fucking bloom. God dammit, usually I don't mind some for the sake of atmosphere, but this is possibly the worst implementation of it I've ever seen, period. At least they abstained from using the DirectX 11 Brown Filter(TM) Technology this time.