Regarding the glow-y bits in Enslaved: I agree that the real answer is to have an art style that clearly shows what’s grab-able and what’s not. Barring that, the only choice that Ninja Theory had was whether or not to highlight important spots.

If they hadn’t, the pacing of the game would have been completely thrown off by the player randomly jumping at stuff hoping Monkey would grab hold, and then the game loses the thing it’s best at: brisk pacing.

In the end, I think they made the right choice.