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		<title><![CDATA[Kotaku: Secret Level]]></title>
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			<title><![CDATA[Lessons Learned From Iron Man: The Video Game]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Lessons Learned From Iron Man: The Video Game" href="http://kotaku.com/comic_con-09/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">comiccon09</span></a></div -->					<div><a title="Click here to read Lessons Learned From Iron Man: The Video Game" href="http://kotaku.com/5322782/lessons-learned-from-iron-man-the-video-game" class="pp_image">
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				Sega is quite aware that the first <em>Iron Man</em> video game it published wasn't too warmly received by critics, something the developers of the second game based on the Jon Favreau films are trying to address.				<a href="http://kotaku.com/5322782/lessons-learned-from-iron-man-the-video-game" title="Click here to read more about Lessons Learned From Iron Man: The Video Game">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 27 Jul 2009 16:40:02 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[New Golden Axe: Beast Rider Developer Diary]]></title>
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				 We got a new developer diary from the one and only<a href="http://kotaku.com/5040867/golden-axe-beast-rider-impressions-of-excessive-brown"> brown game</a> ya'll know and love, Golden Axe: Beast Rider. Interestingly, act 1 of this video series focuses on the roots of Golden Axe starting with the original arcade game and progressing to the Sega Genesis. I would bet that most of us in Kotaku tower were guilty at one point or another of inserting massive amount of quarters into that blasted machine. Now that it crosses my mind, I don't think we have a single Golden Axe arcade in Boulder, Colorado. Do you still have one around in your area?				<a href="http://kotaku.com/5053388/new-golden-axe-beast-rider-developer-diary" title="Click here to read more about New Golden Axe: Beast Rider Developer Diary">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 23 Sep 2008 18:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Adam Barenblat]]></dc:creator>
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			<title><![CDATA[Two New Screens for Golden Axe: Beast Rider]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Two New Screens for Golden Axe: Beast Rider" href="http://kotaku.com/golden-axe/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">goldenaxe</span></a></div -->					<div><a title="Click here to read Two New Screens for Golden Axe: Beast Rider" href="http://kotaku.com/386857/two-new-screens-for-golden-axe-beast-rider" class="pp_image">
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				<a href="http://kotaku.com/assets/resources/2008/05/beastRider.jpg"></a>SEGA America's blog gives gamers a look inside work at Secret Level, which just finished Iron Man for them and is cranking on Golden Axe: Beast Rider. A cool Flickr slideshow shows the team and some concepts, both in hard copy and rendered on computer. And two new screen caps, which is the video game porn you're here for.				<a href="http://kotaku.com/386857/two-new-screens-for-golden-axe-beast-rider" title="Click here to read more about Two New Screens for Golden Axe: Beast Rider">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 03 May 2008 16:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[ogood]]></dc:creator>
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			<title><![CDATA[Behind The Iron Man - The Armor]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Behind The Iron Man - The Armor" href="http://kotaku.com/behind-the-scenes/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">behindthescenes</span></a></div -->					<div><a title="Click here to read Behind The Iron Man - The Armor" href="http://kotaku.com/382371/behind-the-iron-man-+-the-armor" class="pp_image">
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				<center></center> Personally I don't know why Sega and Secret Level keep putting these things out, seeing as we already posted the <a href="http://kotaku.com/381734/iron-man-weekend-party-fun-time">definitive Iron Man video</a> on Friday, but at least this behind the scenes look at the making of the game deals with what we can probably all agree is the best-looking part of it - the armor itself. Having played the demo some 20 times more over the weekend after <a href="http://kotaku.com/381682/talking-to-the-iron-man-demo">my initial impressions</a>, I can say that I am a good bit excited by the potential of the title again. I think I could find a great deal of fun in upgrading the armors and customizing the suit to my liking. I would have liked some cosmetic customization, but that wasn't going to happen. The game is due out May 2nd with the movie, and with my birthday May 1st, I shall procure it as a present for myself. That way if it isn't as good as I hope it'll hurt that much more. Woot! 				<a href="http://kotaku.com/382371/behind-the-iron-man-+-the-armor" title="Click here to read more about Behind The Iron Man - The Armor">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 21 Apr 2008 22:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[The Iron Man Trailer Of Cinematics You'll Want To Skip]]></title>
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					 	    The uncanny valley in video games is only made deeper when polygons attempt to recreate celebrities, as illustrated by this <em>Iron Man</em> story trailer. The odd lighting on robo-Terrence Howard isn't helping, but I remain convinced that Sega can make up for the PlayStation 2 travesty that was <em>Astro Boy</em> with the similarly jet-booted <em>Iron Man</em>. The game certainly looks like it could be competent, but we've been burned by movie-to-game adaptations plenty. At the least, the trailer gave me a cheap Halloween costume idea, requiring nothing but a halo of LED lights and a heather blue thermal shirt.				<a href="http://kotaku.com/377594/the-iron-man-trailer-of-cinematics-youll-want-to-skip" title="Click here to read more about The Iron Man Trailer Of Cinematics You'll Want To Skip">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 08 Apr 2008 20:40:28 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[Iron Man Behind-The-Scenes]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Iron Man Behind-The-Scenes" href="http://kotaku.com/clips/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">clips</span></a></div -->					<div><a title="Click here to read Iron Man Behind-The-Scenes" href="http://kotaku.com/376079/iron-man-behind+the+scenes" class="pp_image">
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				<center></center> Developer Secret Level displays a pretty firm grasp on the abilities of Iron Man in this developer diary for the game of the same name. It does an IM fan proud to know that the dev team, purchased by Sega specifically for this project, had to figure out a way to create gameplay that Tony Stark couldn't just waltz through. Not only do Secret Level and Sega understand Iron Man, they also understand that it isn't a real developer diary until it's narrated by Electric Playground's Victor Lucas. It's true! 				<a href="http://kotaku.com/376079/iron-man-behind+the+scenes" title="Click here to read more about Iron Man Behind-The-Scenes">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Fri, 04 Apr 2008 11:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Golden Axe: Beast Rider Screens]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Golden Axe: Beast Rider Screens" href="http://kotaku.com/gallery/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gallery</span></a></div -->					<div><a title="Click here to read Golden Axe: Beast Rider Screens" href="http://kotaku.com/352856/golden-axe-beast-rider-screens/gallery/" class="pp_image">
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				I'm actually kind of digging the art design of these new <a href="http://kotaku.com/gaming/updates/golden-axe-beast-rider-sounds-a-lot-like-lair-327437.php">Golden Axe: Beast Rider</a> screens from Sega's Secret Level. A subtle, rounded, almost cartoon characteristic has softened a game that, while appearing serious, isn't taking itself too seriously (in that hardcore, epic, gonna kill you mo fo, summer box office flick way). The environment looks fairly spartan, but I could still see this one turning out to be fun. <a href="http://www.secretlevel.com/index.shtml">Secret Level </a>[Secret Level]				<a href="http://kotaku.com/352856/golden-axe-beast-rider-screens/gallery/" title="Click here to read more about Golden Axe: Beast Rider Screens">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 05 Feb 2008 14:40:55 EST]]></pubDate>
			<dc:creator><![CDATA[Mark Wilson]]></dc:creator>
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