[...] It's much more about exploration
Most of the levels in DS2 are a series of narrow, linear sets of levels, with less interesting layouts than in the previous games:
- Tower of Flame is a small path with one optional boss.
- Aldia's Keep starts out good but again, turns into another hallway crawl.
- Drangleic Castle is a series of narrow, weird hallways.
DS2 also prevents you from exploring 3 of the 5 areas that Majula; The Grave of Saints, Huntsman's Copse, and Shaded Woods (to stop you from going the wrong way which is the antithesis to the Souls' design which is to trust you to have the intelligence to make the right choice, not DS2 apparently).
As opposed to Demon's Souls, After completing Boletaria, you had 5 levels immediately to explore, each of these locations had its reasons for going there, and even if there weren't, you were still able to
go there, if you wanted which is the bare minimum of exploration in video games, one that DS2 doesn't provide if you wanted to go explore those 3 locations I just mentioned.
he world being hostile to you than combat encounters exclusively.
DS2 did this but the gameplay suffered in a major way as a result, in Dark Souls 1 there were tons of mob enemies but the designers were smart enough to make them either A) lack a shield or other defensive abilities, B) lack a strong sword or offensive abilities, or C) low health, sometimes all three - when there is a ridiculously strong enemy and one that can fuck you up in a moment's notice, the level designers made it so you fight them usually one-&-one since that's what the souls' combat is best at, and because these aren't enemies that should be taken lightly and fought like they're just some random mob that exists only to serve you souls.
Dark Souls 2 in comparison: places huge, enemies all over the place which makes fighting them incredibly tedious to actually fight rather than interesting gameplay scenarios, not to mention it more or less encourages you to cheese them until they die which unfortunately won't be hard because their pathing is easy to exploit by moving into areas they can't move, or walk backward into doorways where they can't hit you and fire at range, for a melee character that would be pulling back until the enemies walk back to where they started, leaving one of them to fight.