In a video I saw of an early area (I don't know if watching streams is ok here?) there was an area in a Eastern-ish Boat area where there were multiple ways of getting to the door and lowering it.
None were explicitly pointed out, but it was the type of platformer where getting hit once or twice and bumping yourself around a level can actually push you passed a challenge, there were no invisible walls (which automatically gets me excited, I'm a sucker for throwing myself against both the metaphorical and physical rocks a million times hoping to trigger a ledge-grab or an equivalent in platformers). Then, when he got to the door, he went back and 'did it properly', before going back and 'doing it properly' two other ways, one of which included raising a giant dragon out of the water and walking across it. Some people, perhaps most people, might have never seen that! That seems very Spector. A lot of the choices seem to be very understated, in that yes, while there are some big MAKE A CHOICE things, a lot of the time it just comes down to whether you run one way or the other during a natural progression of a level, be it a more-open environment or the seamless progression into a more linear level.
If you're a 'I don't know how much you know about videogames (I'm an expert)' guy, then it seems like the game does a good job of accommodating both that and simpler options for people who just want to brute force their way around by spending tickets on things and breaking barrels.
Granted, I watched about 15 minutes before getting all giddy and 'omg, big-3D platformers like they used to make them with modern sensibilities' and turning it off. I adore the Galaxy games, but it's kind of cool to see a game take the big openish-world 3D platformer concept and really expand on it, while mixing it with the linear sections and the 2D sections. There's so much potential in a design like that, I hope they exploit every last drop of it.