<![CDATA[Kotaku: secret level]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: secret level]]> http://kotaku.com/tag/secretlevel http://kotaku.com/tag/secretlevel <![CDATA[Lessons Learned From Iron Man: The Video Game]]> Sega is quite aware that the first Iron Man 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.

"The good news is that everyone in the known universe told us what was wrong with the first game," said Kyle Brink, creative director at Sega Studios San Francisco, the team working on Iron Man 2: The Video Game. Sega Studios San Francisco is the re-branded Secret Level, the team that worked on the original Iron Man and Golden Axe: Beast Rider for Sega.

Yeah, I know.

But Brink says that there has been some personnel turnover at the studio, plus new faces—including his own hiring as the studio's creative director. The Iron Man team is listening to complaints, things like having to half-pull a trigger on the Xbox 360 or PS3 to make Iron Man hover.

"The controls were a big issue in the first one, so we completely revised the controls here," told us during an interview at Comic-Con. "They're based on the top 20 games out there, so they should be immediately familiar to people and they're consistent across all movement modes out there."

"We also brought the range in tighter, because in the first you were hunting pixels," he adds, addressing one of our own gripes about the original.

Brink says that adding in diverse enemies, diverse environments—both indoors and outdoors—will alleviate some of the repetition that plagued the first Iron Man.

T.Q. Jefferson, director of games at Marvel, touched on some of the changes that have been implemented on the Marvel side to make the company's games stay "suck free." That includes the recently established Marvel Creative Committee, which is focusing on using in-house Marvel talent—like Invincible Iron Man comic book writer Matt Fraction—on games based on the comic book publisher's properties.

Jefferson says that one of the new Marvel games tenets is that "movie games don't have to be movie games," abandoning the strict limitations of a movie's plot, characters and set pieces. Instead, Marvel games will be "original stories set in the movie universe" making it more feasible to release a game alongside the film, with input from folks like Fraction.

Even though Iron Man 2: The Video Game isn't due out until April 2010, Marvel and Sega were showing off a playable (by Sega staff only) demo of the game at Comic-Con. It looked impressively polished for a game still 8 or more months out, hopefully a good example of Marvel's change in strategy for games.

We'll have more from our interview with Kyle Brink and Matt Fraction shortly.

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<![CDATA[New Golden Axe: Beast Rider Developer Diary]]>
We got a new developer diary from the one and only brown game 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?

You can pick up Golden Axe: Beast Rider on October 14th for Xbox 360 and PS3.

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<![CDATA[Two New Screens for Golden Axe: Beast Rider]]> beastRider.jpgSEGA 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.

beastRider2.jpg
Blogger SegaDawg didn't get any looks at the gameplay, but does write:

I did see a demo of Tyris riding one particular beast that will deal some severe swipe damage with its claws. There are several types of beast mounts in the game, each with its own strengths and weaknesses, and my bet is that there will be points in the game where you have to ride a specific beast in order to accomplish certain goals — but that's just a hunch.
Inside Secret Level [SEGA America Blog, via Gaming Bits]]]>
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<![CDATA[Behind The Iron Man - The Armor]]> Personally I don't know why Sega and Secret Level keep putting these things out, seeing as we already posted the definitive Iron Man video 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 my initial impressions, 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!]]> http://kotaku.com/index.php?op=postcommentfeed&postId=382371&view=rss&microfeed=true <![CDATA[The Iron Man Trailer Of Cinematics You'll Want To Skip]]>

The uncanny valley in video games is only made deeper when polygons attempt to recreate celebrities, as illustrated by this Iron Man 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 Astro Boy with the similarly jet-booted Iron Man. 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.

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<![CDATA[Iron Man Behind-The-Scenes]]> 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!]]> http://kotaku.com/index.php?op=postcommentfeed&postId=376079&view=rss&microfeed=true <![CDATA[Golden Axe: Beast Rider Screens]]> I'm actually kind of digging the art design of these new Golden Axe: Beast Rider 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. Secret Level [Secret Level]

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