it is indeed a question that has been asked, and its one with an answer. However, the degree of change is important. changing puzzles a layout is one thing, but changing character and story progression, then changing the levels to support those changes, as well changes required by the 2.5d rendering and scrolling, all adds up to a game that is distancing itself further and further away from the original.
I don't think that is something we should be doing.
The chanting is a concern, and if it was to be supported by the narrative more, I don't think altering the first 30-40 minutes of the game is worth it. I've got a couple of ideas but they all smell of scaffolding; supporting structures, for this case they would be supporting something that doesn't feel like it needs it until you really dig at it.
The only solution that sits well with me is the addition of a new area before the warehouse that acted as a real tutorial as well as somehow outlining the possessions origin.
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