This post should have probably waited until I played the demo, but I thought Id say it now anyway. Just a few things I noticed watching more of the youtube vids, hopefully they have been sorted in the final build of the game.
Overall it seems that the physics/collisions of bat and ball (whatever you wanna call it) is much better than previous games, yet Id like to raise the following issues:
1. Edges to slip off fast bowlers
Its unfortunate that I havent been able to see any vids showing catches taken by the slips or even balls carrying to them off fast bowlers. And thats the point I would like to get into. I feel that the pace at which the balls come off the edges and the carry distance is quite poor. In real cricket, if a bowler is bowling at 150kph with a brand new ball and finds the edge the ball is more likely to fly OVER the slips than die midway through the air and fall short. Every edge ive seen so far off a pace bowler resulted in a weird change in trajectory of the ball as soon as it hit the edge, travel through the air for a couple of meters and then suddenly drop to the ground like an anvil.
More often than not in real cricket balls carry to the slips than fall short.
Not a very accurate representation if you ask me, hope this was part of the post-demo tweaking that is taking place.
2. "Perfect" timing against spinners
On the other end of the scale, I noticed that the whole idea of "using the pace of the ball" sort of spilled over into the mechanics against spinners where a guy would toss the ball up at 90kph and the batsman would simply lean into the shot, no follow-through, and hit the ball past the bowler for four. I dont care who you are, but that isnt possible in real life. What should realistically be a push into the outfield for one results in a boundary simply because the guy got his timing perfect. This also was hopefully sorted out in the build prior to the demo.
So yeah, just my 2 cents, will give a few more once I played the demo and check if these issues are concrete.