My TGS experiences with Falcom titles tend to be "love the game, hate the demo." This holds true for 2015 as well, with Tokyo Xanadu.
I had my choice of protagonist pairs to use, and I went with a fiery-tempered bad boy with a sword and a cool maiden fairy with a staff. It was necessary to switch freely between the two as I hack-n-slashed my way through the level, as enemies had specific weaknesses to exploit. There was a lock-on button, which helped a lot, and several options for special attacks with which to inflict grievous bodily harm on various sorts of demons.
What there was not was any sort of context. Who were these kids, beyond the basic assumptions given by their appearance? What was up with all the demons? Where the heck were they? Because I can tell you, it was certainly not a stately pleasure dome in Roppongi.
But this is how it usually goes with me and Falcom demos. I can enjoy the action, recognize the quality of the work and the depth of the action, and yet still come away feeling disappointed with the experience. In many ways, it was as incomplete as the poem it was named after, but perhaps as much a masterpiece as well.