Played through Aria of Sorrow recently and I... actually kind of like how much ambiguity there is in some of the early-game platforming. There's an element of like "I might need an upgrade here, or I might be able to pull it off without it" which I think helps the world to feel a little more natural—a little less explicitly designed around your own abilities.
Like, yeah, maybe taking a dozen attempts at a weirdly tight jump isn't 'fun', and isn't what the game wants to be. But I like it when these types of games blur the lines of where their gating actually lies.
