Hehehehe he thinks the open door by the drop in LB is a boss shortcut
edit: "movement and combat that feels less precise than the first"
hehe yahhhh sure
It seems to me that he is mistaking visual presentation and aesthetics for design ideas. I don't fault anyone, especially a popamoler, for enjoying things that look cool and are presented very well. What I don't understand is the basis for many of their complaints that seem contradictory. He talks about verticality... and praises it in DS1. Cool. Then, in DS 2, he fails to mention cleverly designed parts of the game like No Man's Wharf and its multiple shortcuts that are both 2-way and 1-way, or how pretty much the entirety of Forest of Fallen Giants (save for the initial river area) is composed of 2 levels that are omnipresently there, with you constantly swapping from top to bottom to top to bottom. He talks about bonfire placement, yet neglects how DS 3 has bonfires in literal sight of each other in a direct line that you walk to.
He criticizes the mass of mobs in DS2... yet completely neglects the mass of mobs in DS 1 in areas like Darkroot with its multiple treemen and their bizarre range, the mass of painting guardians, the many hollows in the painted world, the groups of rats, etc. Nevermind that his example video of "multiple enemies" was literally 2 Syan Knights attacking him at once at the end of the crypt where you see them from super far off and can separate them by walking around the obelisks.
I can't help but think that people just thought DS 1 was cooler... and instead of just living with that view, they seek out reasons to justify their opinion. There are legitimate complaints to be had about DS 2, especially with the quality of the DLCs really showing the contrast of the lower quality base game, but some of the specific shit they complain about is just bizarre.
I get that I'm borderlining fanboyism for DS 2, but the majority of the complaints seriously come off as someone who dismisses the game without actually checking if their criticisms are even accurate. It reminds me of people missing the rotating chamber in Majula, and then complaining that there's no guidance of where to go when there's a literal light guiding you.
The other thing is the talk about polish, yet in DS 3 I have noticed multiple texture issues (one of which is right in the beginning of high wall of lothric), enemies clipping through walls and ceilings, and the retarded geometry of buildings connecting in the most obtuse ways (collections of pillars that are at awkward angles to one another that remind me of when you build walls in an RTS game without accounting for their spacing.)
Also, those post-processing effects on DS 2 were godawful -- the 3rd DLC was an eye-sore, how the fuck do you willingly go back to the occular rape of original lost izalith?