Idc about his review but you'll be hard pressed to find games that don't have this linearity.
There are a lot of lineair games, sure, and as I said in another post in this topic: I love this genre and I don't mind linearity at all. But the good lineair games are excellent in maing the linearity feel natural. A good lineair game sets out the rules, and sticks by them. They won't ask you to climb a truck, then to have a similar truck later that isn't climbable.
Take Uncharted. Those games are very good in signposting what you can climb and what not. Sure, there are cases where you will try to climb something you can't because you think you could, but 99% of the times it is pretty clear (they are often even colorcoded without sticking out). They also follow a certain logic: objects of this hight are climbable, objects of that hight aren't.
It's the same with the Last of Us, where Naughty Dog does it even better imo. It lays out it's rules at the beginning and sticks by it to the end. I never had a case in TLOU where I thought i could climb something but could not, because the level design didn't pick my options on a case-by-case basis.
In Quantum Breaks platform sections it was often not clear what I could and could not do, because Remedy changed the rules constantly. The trainyard was the most jarringe example for me, as I felt like a lot of the containers should have been climbable because previously I had climbed a wall or a truck that was the same hight.