The WIP box art is embellished staging, of course, but the basic environment represented is the Boletarian Palace exterior; the foreboding outer wall that defines anyone's first hours with the game, so it's something that can be contrasted with the original in how it appeared:
From just this the so far observable visual trends are discernable:
Demon's Souls was a game of dominant dull greens and greys, with yellowish and red tones serving as highlighting. The remake, in how it's promoted at this stage, is very cold blue in most cases in its palette. Similarly, the utilitarian, plain architecture has given way to more ornate, embellished and exaggerated structures that call to mind the later games in the series/developer's resume like
Bloodborne or
Dark Souls 3, and similarly the overgrown foliage filling the landscapes is something that evokes those games as well as how Bluepoint remade
Shadow of the Colossus. I don't know the designers' intent for these decisions, but for relatively older games like these their system limitations had a great hand in defining their presentational style in the worlds they depicted, and this studio's approach has always seemed to be to fill in those "gaps" by having more objects and things to look at in the environment, simply because the processing power now allows that. At the very least, I hope some of the other defining aesthetic touches come through--like the highly-contrasted bloom lighting and the adept use of darkness as part of level design that the earliest games in the series did best--but those too may be perceived as artifacts of their era that need reconsideration or "fixing." It's hard to say.