Since Bloodborne won't teach, you must then discover. Before playing, you need to create a character and select an Origin - a template with preset statistics. Brief descriptions explain each Origin, but why create a character with higher Bloodtinge? What exactly is Bloodtinge? After the character creation, I discover the help menu detailing the statistical effects. It's the only help menu available. I'm not asking for advice on efficient equipment or combat strategies; I at least want basic information. With or without a tutorial, Yharnam's mystery won't dissolve if message prompts told me I can level my character after encountering any boss. Ambiguity fills the plagued region of Yharnam, which makes Bloodborne both a compelling and unwelcoming game to explore.
The Souls franchise built a reputation of difficulty and fairness, not unjust punishment. Death - an unavoidable thing in both life and Bloodborne - happens from mistakes and overconfidence. I never died because of an unavoidable ambush or random pitfall; I died of my own fault. When you reach the boss after exploring a large area, it often means death. And with death comes a punishment in lost Blood Echoes (souls), progress and confidence. Just like Demon's Souls on the PlayStation 3, Bloodborne's punishment leaves an opportunity for a second chance to regain lost items.