Sissel can move a short distance from object to object, and he can also move or activate objects. For example, in the demo, I jumped from my slumped-over body to the wheel of a nearby bicycle and then to the horn. I selected "trick" and activated the horn, which temporarily distracted the gunman. From the horn, I then moved across the room, sometimes "tricking" things to bring them closer to other objects, like making a ladder fall over. The final goal was a lever to operate a rather conspicuous crane, which, when possessed and activated, dropped a wrecking ball on the assassin, saving (this iteration of) the day.
This demo level played out in gorgeous 3D animation (in a purely 2D side view), whose impressively smooth animation and flat, outline-free color scheme reminded me more of Out of this World than anything else. The gameplay in this title seems much more trial-and-error oriented, and less logic oriented, than Ace Attorney: it would be hard to predict how the world would react to your actions without just trying them, and much of the challenge seems to come from creating a path to your goal. Of course, it would be really disappointing if Takumi's completely separate series was also about finding contradictions in people's statements. The stylish Ghost Trick is due out sometime next year.