In terms of the game-mechanic-y comment, I would agree. Immersion is sort of a thing with a game like this, but realism isn't at all. I particularly like games from the NES/SNES era, and their modern counterparts like Cave Story and so on. AVWW was designed to fit those ideas; the invincibility that you get from going through a door is the exact same thing that you get in Zelda 1 or 3, actually. You're invincible in those rooms until you step further into them. Granted we implemented it differently.
At any rate, I can say with some certainty that nobody here has come particularly close to what we're actually doing. However, what we're doing is based on the long-term feedback that we've had from everyone. And we're also really trying to stop, reconfigure, and get back to the original goals we had for the project -- we drifted, heavily. And while some of the drift was immensely positive and resulted in new innovations for the game, other bits of the drift really were just showing underlying weaknesses in our first implementations of things.
For the new "mode," we're going back to the drawing board to a degree that hasn't been seen with the game since we originally switched it from being top-down. And no, we're not switching it back to being top-down.
We have Shattered Haven for that. But this is easily touching more than a hundred thousand lines of code for what we're doing to AVWW. So far I'm really pleased with the result, but as noted before you'll still be able to play the old/current way if you want to. We did a lot of really unique things with the current version, and I don't want to just throw that away. But future development will be going into the new mode, simply because we're not going to have enough manpower to split across both while still doing anything worthwhile in either.
Anyway, it's fair to say you won't have any clue how to play in the new version until you play through the all-new intro mission in it. Even the controls are different! Not just on some crazy whim, but because a lot of people have made a lot of really good points about ways the controls could be improved over the last year, and we're finally collating all that. That's one of the several big parts already done, and it's amazingly better.
And that's exactly how much information I can really reveal at this point. I figure I owed you folks a bit more at least, but we're still working towards the bigger announcement hopefully next week or the week after.