Let me be absolutely clear about one thing. Just one thing. It's extremely important.
Your intro, no matter what you decide it to be... It has to capture the mood of your entire game.
Too many people start their games with text crawls (Guilty!) or in the middle of some battle. Starting your story in these places can be done well... It's just that it seldom ever is. Why? Because it sets the mood for the entire game. Those first 10 minutes of your game have to set the tone, the setting, and the plot. I advise you to go through a lot of RPGs that exist... Just go through a ton of them and set a stop watch to beep you after the 10 minute mark of the intro. Notice what the intro scenes consist of and how the game is set up in those first 10 minutes. That intro will set the mood and pacing for the rest of the game.
Two cases in point: Skyrim starts off on a slow plod full of exposition in which you're discovering that you're basically screwed. You find out that most people will kill you and ask questions later, but there's maybe a handful of people who genuinely care that you're kind of an innocent bystander or are willing to give you the benefit of the doubt. When things quickly go to crap, you realize you cannot rely on any of the NPCs to get you out of a scrape. They'll give you directions or flail about in a sword fight, but you're on your own here. Those first 10 minutes set up the entire pace of the game as well as the setting and world building.
The other case in point is Final Fantasy 6. We're given visuals of places we've yet to see and are about to see... people we haven't yet met... we're told about the War of the Magi and given an ominous prediction about the fate of the world.... Then we're told that we're controlling a slave with extraordinary power who lacks the ability to disobey. We're told we're looking for Espers and it's left a mystery to us what they are, why we need them, and why we're attacking a town to get one instead of buying one. After entering the mines, we see something happen between our main character and a frozen esper and then we're in a house. We're told to escape to a rebellion because they will help us, though they may want our power in return. We learn about the state of the world based upon how the villagers react to us, based upon having to escape, based upon being attacked, we learn that we were basically working for really bad guys, but we don't know who our character is or how she came by powers nobody else has. Those ten minutes set up the themes of the game that will carry on until nearly the end of the game and culminate in our main character having to make a decision about what to actually do with her life and how to use her powers.
Whatever your intro is, it will reflect upon the rest of your game, so you need to be careful about how you do it. It needs to set up the basics to get us going and set the mood for the rest of the game. Battle without deep explanation or purpose is just battle and doesn't set the mood for anything. Scrolling text is just an information dump if it isn't set up with some kind of flair as if it were some kind of really important and specific legend/prophecy. Let's look at Star Wars for a moment... You can ignore all the opening crawls in movies four, five, and six. You can likely ignore them in the first three as well. The scrolling text in those movies serves no purpose because the ten minutes after those crawls sets up absolutely everything we need to know about the movies we're watching. In that way, the text crawl is really fantastically stupid and out of place (which might be why it ended up being so iconic... since it's such a slow crawl and the characters explain the plot to us in the next ten minutes, so it's useless). You need to avoid text dumps like that as well.
Think about the mood and themes you want to portray in your game. That's how your intro should be.