However, if you were to ask me which movie most closely embodies Iron Lore's design, I'd say Die Hard. John McClain is the prototypical Iron Lore PC - he's tough, resourceful, clever, and he takes a beating but keeps on going.
The key design concept of Iron Lore is that you can use *any* D&D monster book with this game. 10th-level Iron Lore characters can fight demons, beholders, frost giants, and so forth, with the same lethality/resource curve as their D&D counterparts. While the PCs don't normally cast spells or carry a lot of magical gear, they're just as powerful as their D&D counterparts.
As a consequence of the changes to the core d20 engine, you can now stat up an 18th-level NPC from any class in about 5 to 15 minutes, tops, once you're familiar with the system. I estimate that Iron Lore adventure prep takes about half, if not less, time than adventure prep for D&D. The time savings become even more pronounced at high levels. Yet, the game still supports all the cool, weird, fun action of D&D - trips to other planes, battles against dragons, demons, and other powerful monsters, and so forth.
We'll be doing a lot of previews, design diaries, and other stuff on the website leading up to the game's release.