You shouldn't have to hold someone's hand through a game demo. And you certainly shouldn't need a PR person there to sell the game to your members of the press. The game should be as inviting and enticing to veterans who have been resting their fingers on WASD since they learned to walk as it is to someone who is just picking up a controller for the very first time.
Draw me in, let me lose myself in your entertainment, and don't make me think. A shining example of this is when first-person shooters stopped hiding the "inverse look" option in the deep recesses of a menu, and instead just asked you to "look up" when you first start a new game. Whatever direction you choose (up for up, or down for up (inverse)), the game then immediately flips the option for you behind the scenes. That's the level of UX and approachability that should be applied to every control and game mechanic in your title. A fact sheet shouldn't even be available. Make me fall in love in the first 5 minutes, like a well-crafted movie or book.
Games get away with so much because they can become addictive and time-consuming. And they'll still sell by the millions.