What are you plans/designs for Dead Man's 
  Hand - what sort of experiencing are you aiming to deliver? 
  Gerritsen: We want Dead 
  Man's Hand to be an action experience combining some old-school ideas like 
  score and variation to score with the visual style possible with modern 
  hardware. 
  It's not a twitch-type shooter in the sense 
  that you don't just run through battles; instead, the action itself keeps 
  coming fast in the form of highly volatile environments with lots of shooting 
  action. We hope that it both reminds people of old style play and presents a 
  fresh face to the first person genre.