Because you don't need a video to explain that DS2 story is just a more mudded and watered down story of DS1. But that's not a problem which I would have with the story or the video. My problem would be that video makes DS setting boring.
Vaati uses description of dull ember (just one crafting item from the game) to tell us that there always can be life, and the world of DS is cyclic because someone can always rekindle the flame. So no matter what you do, rekindle the fire or not, the world will continue to exist. Yet he then proceeds to say that ashes of first rekindler, an undead from DS1, are there in the game, thus making rekindling ending the "canon". Well, how can you say if DS world is cyclic and your choice doesn't matter if "dark" ending never happened?
This isn't just taken from the description of the dull ember, the blacksmith you give the ember too also mentions that flame burn, fade and then are born again. Straid mentions the rise and fall of kingdoms, which also links to the fire, and probably several other NPCs I don't remember at the top of my head. This is one of the running themes in DS2, not just something that is mentioned in the description of the dull ember. The whole dark souls series is at its core about the contrast between light and dark. And also, there is no canon ending to DS1, he didn't say that it was the choice *you* made, it was the choice of some undead. His theory is that if you usher in the age of dark, which was the age before the age of flame, then someone will eventually link the fire and begin a new age of flame, which was possibly the age that led to Drangleic.
I he also hinted heavily at Drangleic might just be what Lordran is called now, something that does have support in many of the characters dialogue lines. Which I find interesting.
As for cycle, ages of dark and flame endlessly repeating like night and day, I'm not sure I'm all that exited about that, but a story is more than its premise: and there are plenty of substories in DS2 that I *am* interested in. Your claim that natural things can't be interesting, is extremely fallacious though.
But let's follow flow of videos a bit more. I think first thing when people would roll their eyes is statement that everyone in DS2 is "lead by a desire". Solaire from DS1 was but a single character, yet he probably was lead by desire more than anyone in DS2. The speculation afterwards just points at a sign of poor writing - when you want to mess with player's head instead of providing answers. DS1 obfuscated things by providing you with hard facts and names, but holding back on chronology of events and the context. Just the movie in DS1 has enough hard facts to allow player intuitively understand what is happening. DS2? "You don't know". "You will never know". I got to admit game is very effective with that promise - most players indeed would not know what they did and why after killing final boss, or probably just won't care, which is even worse.
About solaire, uh, what's your point. This is a video about DS2, and not DS1. Why would he mention solaire? And how does that invalidate his point about the characters in DS2? Did he say this was unique to DS2?
"DS1 obfuscated things by providing you with hard facts and names, but holding back on chronology of events and the context." And DS2 does the exact same thing, it might not answer every question, but at least most of them. I'm getting the feeeling you didn't spend much time on trying to understand the intricaties of the DS2 story.
Sadly Vaati's video then goes onto a path of explaining everything with "Fate". Worked for ancient greeks, but because DS2 makes us accept our fate, someone long ago battling it does not make me care about the plot more. And then I think it becomes a little bit ridiculous. Nashandra, a powerful boss apparently can't get the key because she's afraid of fireflies! It's women who sing? Wait, but what about Demon of Song? Wasn't it that creature who was obviously singing? Vendrick fled and created multiple barriers, and he waited for player to get his soul and his items... even if in game, you can't get them unless you killed his hollow shell... for it is written in fate. Why not make player feel the guiding hand of Vendrick as he travels around then, why not make him leave more gifts and clues?
Of course song you hear is the girls sing! They spell it out to you at several points in the game! Did you think it was the demon that was singing? I would really recommend you to replay the game, and actually pay attention this time, not that I think it would change much, since you seem to have made up your mind a long time ago. Also, don't be silly, the theory is that nashandra, being a being of death would be unable to cross amana's shrine because the singing and the fireflies would render her inert, not that she is "afraid" of them. It might be far fetched, but it does give a posssible explonation for why nashandra doesn't just go and get the ring herself. And is also strengthened by the strange fact that you find a milfanito trapped in Drangleic castle which the queen currently has power over. Vendrick wanted a powerful human to get his ring, you don't get a powerful human by leaving quest compasses and gifts in the way. Also, he fled, you don't think about much else other than impeding the track of your pursuer.
What was the whole point of kingdom's backstory and giants if what ruined it eventually is the curse from first game?
See below
What is the story of the queen and her arrival, aside from a cursed picture and pointing fingers at Manus? She should have been an interesting character, but in game there's little to learn about her.
She manipulates the king to attack the giants, I would guess in order to gain the giant kinship so that she could access the throne of want.
Who were the Four Ones now? Why are they alive? Didn't Vendrick vanish them?
Come on! Once you have defeated the 4 great ones, go talk to shalquir, she pretty much spells out to you who each one is. Vendrick probably did banish the lost sinner, and possibly the iron king, but why shouldn't they be alive for this reason?
If there are so many places undead were specifically sent to, what's up with fairly nonsensical level design and minor bosses, should't it be a challenge to reach those places?
What's nonsensical about it? And it's challenging enough to reach the lost bastille, no? Surely more challening that reaching your local super market?
With story from video in mind, it becomes even harder to understand what levels in DS2 are supposed to represent, exept maybe for Lost Bastille.
The purpose of each area is spelled out to you in the very game, you don't even need the video to know this. The forest of the last giant was the place where battle between the giants and the human of drangleic took place. No-man's wharf was a port used to transfer undead to lost bastille, huntsman copse was a battle royale style area, where you hunted and tormented undead for fun. Drangleic castle was the place where the king and the queen lived, Shrine of amana, was probably a shrine to the god of the dead, where important people were sent through before going to there final resting place in the crypt (not a mancave that vendrick have, I believe), which then became the the route of escape of king vendrick and so on...
If I remember correctly, the devs said that DS2 would be more about the nature of the curse, in this seems to be exactly what the DS2 story is about.[/quote]