The level shown looks incredibly easy, and everything therein ridiculously simple, tediously spelled out and artificial ("Hey! Here's a "hidden" path that even a small child could immediately spot, and which looks 100% like a purpose-built route as opposed to plausible architecture!"). There is no space to breathe, no sense of dimensions, nowhere to get lost in and nowhere to wander.
Now, I realize this is the first level, and a tutorial of sorts. It is understandable one would design the level like that for it to have utility as a tutorial.
However: will all games with high production values be forever limited to the level of complexity and subtlety that someone stupid and unobservant, playing their very first game, is capable of handling? Even if the game ramps up afterwards, there's no avoiding that having to slog through "Playing a game 101" in every single title, followed by glacially slow integration of the more advanced mechanics and tools - as if a game was a piece of productivity software and governed by the same usability rules - cramps the style of the game and harms the sense of immersion severely. Immersion may return later as the game gets going, but it has a much harder time working after first getting diluted.
I note books we read start neither with ABCs nor a quick grammar refresher.