As already stated, it’s about timing. This includes the crawl. The music changes with each new paragraph. Which means when Episodic title and/or more text is added, the speed of the crawl will have to be changed in order to match the music cues.
I did that when I recreated the intro crawl for an in-progress game remake of Jedi Knight 2:
(TOP: Harmy 1977’s Star Wars. BOTTOM: my recreation)
I recreated the 1977 logos and fonts all from scratch, matching the tilt, generated a 360 starfield and such.
The thing you have to realize though is the fact that the crawl was made with analog tools. It moves. The lens distortion is uneven. There is gate weave. Meaning it’s very organic, alive if you will.
This overlay I made is a fairly good way to showcase this: https://www.youtube.com/watch?v=PimPIk-lEsw
I made purple crawl digitally and animated it digitally. So it is static, lifeless.
When adding stuff to an existing scene, one should always try and integrate the CG as much as possible without making it stand out as a sore thumb:
I did this a while back for a project and while it’s “faster, more intense”, it’s not that good: