GAMEPLAY
General
Movement speed is increased.
Sprinting speed is now close to charging speed.
Estus restoration is now slower than Dark Souls I.
Action speed is dependent on Agility (More explained in the stats section).
Getting hit with plated armor makes a "clank" sound rather than a fleshy sound.
Humanity is now replaced with "Human Effigies".
Bonfire is no longer needed to turn human, just Human Effigies to turn human instantly.
Human Effigies don't restore health.
Healing stones are a new healing item.
Healing stones can be used when moving, but restoration speed (and/or amount) is dependent on stone type.
Three items in each hand.
Hollowed players can now get invaded.
Dedicated servers for better connections.
Enemies are more tenacious.
Enemies ambush around items.
Enemies switch from ranged to melee frequently.
More types of soapstones (Or different styles of soapstones).
Ranged weapons can be used while moving.
The more times died while hollow, the more your base health is reduced, similar to curse (Restored once humanity is restored).
Many previous sets from Dark Souls I will make an appearance in Dark Souls II.
Rings and arrows will give burden instead of being weightless, different from Dark Souls I.
Rated messages give the author a minor healing effect.
Phantoms
Phantoms can be around when you light a Bonfire.
Phantoms can now drink estus, but restoration is incredibly slow.
Summoned Phantoms are now on a time limit depending on White Soapstone size.
Summoned Phantoms have a health reduction.
Hourglasses can be seen on Summoned Phantoms to probably show their time limit.
Phantoms reduce their time by killing enemies, player must throw their weight this time around.
When playing as a White Phantom, a message saying "Task Completed" will show when you're time limit is done. You'll be returned back home.
Covenants
Darkwraiths are now called the "Brotherhood of Blood".
New covenant "Way of the Blue" (Not official name) has players assist other invaded players.
Gravelording is still a possibility.
Animations
Many new realistic and fast animations with the help from MOCAP.
New emotes.
Players show fatigue when low on stamina.
Tumbling when the player falls from certain distances.
Different backstabs for different weapons.
UI
Summoned Phantom's health can now be monitored at the side of the screen.
Humanity counter now replaced with an icon (Rumored to be covenant icon?).
A heading appears at the top of the screen at times (Game news?).
More minimalist hud, item circle in lower left minimizes when not in use, entire hud disappears when not in use. Status effect icons are still visible.
Using gestures doesn't take you out of the gesture screen.
Gesture screen enlarged.
Bonfire screen zooms in on character.
Inventory
New inventory screen.
More in depth weapon categories (Straight swords, sabers, rapiers, polearms, etc).
Total of 40 items shown on each page with a description at the bottom.
Inventory screen zooms in on your character on the right.
Items can be used on the inventory screen without exiting.
GRAPHICS
New lighting system that gives an even more realistic look.
More detailed faces and bodies.
Beards are included.
Cloth physics that react to the world.
Lighting Bonfires create an aura that lights up the room.
Can someone explain the excitement over this game? The first one, that is. I watched a playthrough of the first 30-40 minutes, and it seemed a bit awkward to me. The setting was very... weird, and vague? The combat (which, I understand, is the game's banner?) was slow and cautious. This I actually liked, at first, but it didn't seem complex, just harsh; conducted mainly by staying out of range, waiting for the window, jumping in with the standard strike, and jumping back out.
I understand that the first half hour of a game isn't definitive, and maybe it was just the specific playthrough I watched that was bad. Anyway, I'd like to hear what is it you fellows like about it. Is it primarily the combat?