I've always felt that Rob should have built Jumper as level 6 and had Can't Let Go be the final test, because it succeeds so fully in that role with its drilling soundtrack and oppressive blackout that gets the blood pumping. The gameplay just taps into that "tour de force" satisfaction with its verticality and effortless variety, since it's still mostly reliant on focus over strict timing. Very satisfying.
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sorry about this gang