Swordpoint
Ronin lacks the precision of its primary inspirations, Gunpoint and Mark of the Ninja. Gunpoint was able to avoid ambiguities in general by making all combat (and other interactions) instantaneous: You won, or you died; while encounters in Ronin must be split into several "turns" of action to evade and murder numerous enemies. Mark of the Ninja used highly-polished mechanics to very clearly indicate enemy awareness and action ranges; Ronin's tools for these are just not as comprehensive.
What Ronin does have, however, is a great assembly of some of the awesomest parts of those two games. Grapple through a pane of glass to "infiltrate" a building, then slash a guard up with your sword. Flit past incoming gunfire, then leap into a dude to knock him out, setting up the kill.
The demo doesn't show very many gameplay devices - just "hacking" (clicking on) computer terminals for information, and jumping-and-swording combat sessions - but it's enough. Despite not being as polished as some of its contemporaries, Ronin is damned entertaining. I'd be up for more of this.
Progress: Finished the demo.