Okami is an example of a game being too easy for its own good IMO (Twilight Princess, also: the lax difficult fails to incentivise indulging optional content because there is no imperative to offset the difficulty when it is so low).
Though even if it wasn't, if it could be suitably substantiated that it had different design goals from harder games having one easy game be fine does not prove that being hard is an invalid design choice.
If you believe Okami's difficulty is in support of its design goals and not a shortcoming, why don't you prove it? It's not that hard: make a few supporting observations about design decisions that work cohesively with that design choice to achieve a particular effect.
For example, is it suggested that Amaterasu is supposed to be radiantly all-powerful and slicing through enemies like butter? If so the lore supports it, but what else about the surrounding game design feeds into/bounces off of that? Find that and you'll have found your substantiation. If you can't, your analysis either needs work, or its simply a design accident/oversight.
You said it yourself. you couldn't figure out what Bloodborne was trying to do. But there's more to the game than the difficulty that should tell you what it is trying to do and how it is intended to be experienced. The issue here is you simply don't have the literacy to parse how the game is telling you what kind of game it is.
And, TBH, that's not that strange as From's games have a far higher literacy barrier than most because of how arcane and intentionally obtuse they are, and also because they tend to play by a set of rules all of their own (whereas many AAA-games use established rulesets and assumptions that are common to their genre).
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