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 have been some personnel changes at the studio, 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.


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