Yeah, in addition to my own playtime with the demo, along with the comments already expressed here, and Gamesradar's review of the import version, the game doesn't fill me with a whole lot of confidence either. Says GR:
"The story of Catherine is an amazing achievement. Its tale is a profound, Haruki Murakami-inspired coming-of-age story that addresses important sociological changes happening in Japan and the rest of the world. Unfortunately, the game that must be played in order to experience the story is a simple puzzle game irreparably marred by anachronisms and poor design choices.
Despite the game's amazing story, at least fifteen of the twenty hours it took us to complete the game were spent climbing blocks. The reason it took us so long is the game's brutal difficulty. Normally, difficulty wouldn't be an issue. Modern games like Super Meat Boy have proven the worth of masochistic difficulty. However, Catherine's underlying mechanics can't support such difficulty. The lack of an auto-save feature is compounded by the game offering players limited lives, and no continues. Once you lose your lives, it's back to the titles screen, where you have to reload and sit through whatever dialog sequences and cutscenes lie between the save point and the actual level on which you died. The difficulty is compounded further by the addition of enemies which bring a bit of randomness to the game's puzzles.
We often found that after we'd solved a section of a puzzle, our path would be blocked by enemies upon retrying the section. With no alternative solutions, we'd be forced to sacrifice a life and hope that the enemy AI behaved differently the next time (sometimes it would, sometimes it wouldn't). Progression relies upon controlling how the wall of blocks collapses. Because of the game's limited field of vision, there was no way to know whether a move that allowed us to progress in the moment would lead to a no-win situation ten minutes later, and the sheer randomness of enemy behavior meant that trial and error wasn't even a reliable method of progression. Things got even worse during the game's boss sections, where the game wrests control of the camera from the player during massive attacks."
Unless they've done a major overhaul to the game design for the localized version, this is sounding like a pretty shitty title to play through.