To get back to the discussion:
I feel that the buildup of the energy temple is certainly not cliché, especially because there is a boss-type creature at the very beginning. It demands use of Aquaria's unique gameplay system of singing. Did I mention that system is unique? Furthermore, it is not a traditional "hit hit kill" type thing, and it awards the energy form, solving the practical problem of having no attack brilliantly with a story issue, introducing the beginning of the buildup.
Again, the end demands another solution, something familiar. Adding something unfamiliar would draw an unintentional parallel with the entry fight, ruining the buildup because the start and finish are too similar. Even more important, the human aspect of the player will also force the gamedesign to obey the 70-30 rule. A max of 30 % can be new, or the game will immediately become confusing, difficult, frustrating and so on. Aquaria has always been spot-on in maximizing the unfamiliar and the original with familiar to create solvable puzzles that require more than the usual "drag X to Y" and "recover X of Y" by making use of just those systems. Where Myst violates that rule and becomes difficult even with the hintbook, Aquaria is more succesful, using the inquisitive nature of the player in combination with previous knowledge to create a synergy of success. (Being on both the levels of gameplay and storyline).