One of the things I like about From Software's whole historical fantasy… thing is its inscrutability. At least, initially. It doesn't remain so, and it is this process of progressively enhancing one's knowledge that is the main draw. It rewards novel thinking; we've found gameplay in strange places we didn't truly understand were part of these games, and to be seen by it when we're working some intuitive narrative angle only to get paid handsomely in the mechanics is a level of unification most games don't even attempt. In Bloodborne, you might see a monster the size of a building that is just... I don't know what it's doing over there. Hanging out. Discussions of their difficulty pop up from time to time, but the difficulty is part of the story: you aren't supposed to win. Look at what's happened, what happening, look at the worlds they occur in. Look at the foes arrayed against you, their alien motives, their size, their ferocity. Read the inscriptions. Failure is the assumption. Narrative and Challenge aren't two independent phenomena in this construction. My own "story" invariably ends long before the game does - I can't even git the kind of gud they're looking for, and I'm not even mad. The game is like a cosmic Coinstar, and it sorts us all.