Two bits of
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: the game seems larger than Dark Souls, and more nonlinear. You have a LOT of choices at the start, and having the ability to warp from the beginning means you can hop from area to area and progress a bit on each (and the game seems designed that way, like Demon's Souls)
I'm reading a lot about how the hub and warps are a lot more reminiscent of DeS than DkS. I'm not sure how I feel about that tbh. I loved both games, but the reason DkS stayed with me a long time after I'd finished the game was the amazing journey undertaken through a dream-like, intricately connected world abandoned by the Gods. The new approach seems a lot more "gamist". Are there any "aha!" moments like the first time you find the shortcut from Parish to Firelink? Or any watershed moments like the first time you stare up into the sky at Ash Lake, or descend into Anor Londo?
It feels more like Demon's Souls, where the areas felt less interconnected. The flow is exactly like in Demon's Souls, where you juggle between several areas, going back to the hub to level up. In Demon's Souls, there's not an obvious path through the game, all worlds are doable from the beginning (at least, their first areas), then you usually get stuck somewhere and warp to any of the other places you have open, only to come back later once you feel ready. This is exactly the same, and it alters the feeling of "journey" that Dark Souls has from the Asylum to Anor Londo. Also, like I said before, the area design seemed weaker overall. As for those moments, there's one at the beginning of the game. Probably the only one. Like I said, area design isn't this game's strength (at least, compared to Dark Souls and Demon's Souls).
I'm also hearing that the NPCs are a lot more vocal in the sequel, and that there's a definite and obvious narrative that underlies the action. Would you say that's true?
It uses mystery, unlike the other games, in order to catch your interest. You want to cure your curse. In Majula, an important NPC tells you what you must do, but you don't know why or what it has to do with the curse. Then the game uses "WTF" lore moments to make you want to seek the answers. In terms of how straightforward it is, I'd say between Dark and Demons.