There's a demo on the US store. I tried and, and didn't like it. The intro and presentation is very different from the in-game experience. It plays very old school, lots of button combinations and controls. I realised I don't want this from a game any more! It should be far more intuitive, or at least the tutorial should more cleverly explain things. In the end I died at a point where there these bombs, and the instructions said something about getting Majin to light them, but then there were another 4 panes about getting bonus scores and finishing moves and all sorts, that I couldn't remember exactly how to get Majin to ignite the bombs. Then I tried his fire power as the interface implied it should be done, selecting a target and pressing the fire button, but nothing.
What Ico got so right was it's simplicity, that you just had this relationship with the AI character. In Majin there's no such relationship or feeling. It's a classic PS2 style action game requiring a memory of a dozen control combinations, and it just feels like effort. I don't know if there's room in the world for games like this any more. My feeling is the interface should be more transparent, in the same way Monkey Island 3 did away with the whole verb interface and distilled the choices into 3 actions per target. Majin needs less interface, less complexity, and a natural, magical flow to endear it.