Not dismissing your opinions here, merely stating mine. Here we go:
Dirty Hipsters said:
1. The world design:
Dark Souls 2 had a completely different design philosophy in that most of its areas were not interconnected, and this created a much larger and more sprawling layout of levels and areas. Most people have criticized this as "lazy" and have said that the reason for this is because From Software's "B team" couldn't be bothered to figure out a way to make the areas as interconnected as they were in Dark Souls 1. I on the other hand think differently. The fact that the areas are so spread out makes the world feel larger, it feels like your journey is taking you through the entire Kingdom of Drangliec rather than just a small corner of it, and I think that makes the game feel more "epic" in scope, especially on a second and third play-through.
I had no issue with the idea that areas aren't directly connected (lost bastille requiring a boat/flight was fine), the main reason people don't like the way areas link is that the ones that are directly connected are such a fast change between setting type. Prime example is the Earthern peak and Iron Keep, you go from a poison misted run down windmill tower to outside a lava moated and filled castle. While this is strange it's the location of the Iron Keep that's just plain silly - to get to it you climb up the Earthern
PEAK and take an elevator up. That's right you go higher than the mountains peak, that you can see coming into the area is an open topped roof leading to the sky. Did we take Willy Wonka's glass elevator or something?
Dirty Hipsters said:
2. The bosses:
Now I don't disagree that Dark Souls 2 has a lot of bosses that are very similar, but I don't think that's necessarily as big a tragedy as people are making it out to be. There are over 30 bosses in Dark Souls 2, whereas there are 20 in Dark Souls 1. Of the 20 in Dark Souls 1, 3 of them were basically the same repeating boss (the Asylum Demon, Demon Firesage, and Stray Demon) and 5 of the bosses were just minor enemies from later levels (Taurus Demon, Capra Demon, Moonlight Butterfly, Bell Gargoyles, and Pinwheel). So of the 20 bosses in Dark Souls 1 only 12 are unique. Even if you take out all instances of fighting "human with shield or big weapon weapon" in Dark Souls 2 you still have 23 bosses that are unique.
Now sure, not all the bosses are winners, Prowling Magus and Skeleton Lords are a total joke and shouldn't count as boss fights at all, but there are still lots of fun and interesting fights in Dark Souls 2. Pursuer, Chariot, Looking Glass Knight, Lost Sinner, Belfry Gargoyles, Ruined Sentinels, Mytha, Demon of Song, Dark Lurker, Throne Watcher and Defender, are all interesting bosses that have interesting mechanics behind them. How many really interesting bosses were there in Dark Souls 1? Belfrey Gargoyles, Quelaag, Priscilla, Gaping Dragon, Sif, Ornstein and Smough, Nito. That's about it. Dark Souls 2 might have a bunch of bosses that aren't that interesting, but so did Dark Souls 1, but for Dark Souls 1 we forget the bad bosses and focus on the really cool bossfights, like Pikachu and Snorlax, and I think that Dark Souls 2 has just as many interesting boss fights as Dark Souls 1 did, if not more.
Honestly I found the bosses in Dark Souls 2 very bland and soulless, we didn't know any of them leading up to them, we just walked in and they picked up a weapon. Even after the fights we find very little on their character and who they were, which Dark Souls 1 did an amazing job of, even making people feel bad for killing some bosses.
But yes the actual fight is more important, and in that regard it was mostly just person in armour with a moveset of 3 hit combo, overhead and a running attack. And the bosses that don't use this formula get a set of single heavily telegraphed attacks (both giant bosses, ancient dragon etc)
Another thing is you give the first game some flak for having bosses that are standard enemies - these bosses were at the start of the game, by the time you fight them as standard it's a lot later on and you feel like you've become stronger in your journey. Also dark souls 2 does this as well with the ruin sentinels, pursuers, guardian dragon and the rat boss in the Grave of Saints. You also said all 23 bosses are unique which is really not true - you fight dragonriders twice, the standard enemy fights I just mentioned, old dragonslayer and gargoyles (besides the number at one time) are almost completely identical to DkS1 and I would argue that the Lost Sinner and pursuer are the same fight besides one unique move each.
Other than that it felt like a lot of bosses... weren't bosses - skeletal lords, prowling magus and gargoyles were just like standard group combat, Mytha was just an enemy that you had to work out how to remove the poison, Chariot was just a gauntlet then a standardish enemy after, demon of song was just a standard big enemy attack bait and the covetus demon... I don't even know if that thing can actually attack.
Something I really wanted to see in the sequel was more speed to the bosses (like Ornstein, Artorias, Manus and Gwyn had), for the most part their movements felt slow and heavily telegraphed. Other than that it just felt like a boss every corner with how many were stuffed in.
Dirty Hipsters said:
3. The Lore:
I'll be making a different thread about the Dark Souls 2 lore a little later because I still have to get a lot of thoughts unscrambled and down on paper, so for now all I have to say is that it's not a bad thing that Dark Souls 2 built upon the lore of the first game. A lot of people are treating the game like it took the easy way out by including so many references to Dark Souls 1, and by including the chosen undead from the first game as well as the lord souls in the plot of the second. To this I say "it's a sequel". Sequels are meant to build upon the plot and lore of previous games, that's the entire point of having a sequel at all. There's also a lot of really interesting lore in Dark Souls 2, both in the way that it connects to the first game, and original lore that's interesting in its own right. Maybe people will be singing a different tune about the lore once vaatividya and epicnamebro do their lore videos for the game, just like what happened with Dark Souls 1.
Now the lore is something I felt really let down by. The first game gives you a setting and shows you the lord souls hosts with what they are capable of, giving you this sense of coming up against these badasses. I loved hearing about Gwyn and his heroics and sacrifice to the fire, got all ready for a dramatic cutscene entrance and instead I got none, just him as a hollow walking towards me as tragic piano music played. Items had paragraphs of information and backstory in them and you could find out about bosses you killed and your fellow NPCs stories. Being able to find out Queelag just wanted to save her dying sister, Sif just wanted to save you from the darkness and Ceaseless Discharge just wanted to protect his sister's body are all experiences I loved and wanted to see more of.
And now we move on to the sequel, where you don't have an antagonist to be marching towards. You instead are merely walking forwards "without knowing why" (Emerald Herald and the crone in intro) because you are told to become the new liege and it turns out you are just following the cycle of the world a la DkS1. Which feels really disappointing to not be about breaking the cycle of the world and causing a big change, which is something I'm pretty sure vaati has said as well. Enemies never really had much story to them either, with the main bosses being a case of them finding a part of the lord souls from the first game. In terms of NPCs as well it felt a bit lacking with only a handful having much of a story behind them such as Lucatiel and Benhart. And then in terms of bosses there weren't really any I could feel anything for - at most the Last Giant for being, well the last, imprisoned and tortured and Vendrick for being hollow and mindless as his kingdom fall down around him.