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.