Dead Man's Hand

Developer: Human Head Studios
Publisher: Atari
Console: Xbox
6.7
Quick Look: A decent romp through the Old West that could've been so much more.
Dead Man’s Hand is not a high-profile game. It’s not host to the best graphics to be seen on Xbox. The cheesy, clichéd voice-overs don’t set the bar for videogame audio. The number of weapons in the game is far from impressive, and the title is full of technical problems that will have some gamers crying foul.

But in all, Dead Man’s Hand is a fun game because it offers the first-person shooter genre a break from the norm, which are usually sci-fi shooters filled with pipes, aliens and metal walls, or military shooters based on historical events. Dead Man’s Hand is essentially a standard shooter/digital shooting gallery like the ones you play at carnivals, complete with a spaghetti western theme. And though the game could use a lot of fine tuning, the original theme itself helps to make up for all of the game’s technical missteps.



As a Mexican gunslinger who is deceived by his gang, the player is out to exact revenge upon his former comrades. In a series of Western-themed levels, ranging from ghost towns to mining caverns (you get to shoot up your enemies on horseback too!), the gameplay in Dead Man’s Hand is standard first-person shooter fare, with a few fresh diversions to set the game apart from other titles in the genre. The levels themselves are very linear, with a clear Point A to Point B path to follow. Enemies pop out from around corners, behind crates, from building windows, balconies, etc. Really, just what you’d expect from this game’s theme. There are some interactive objects in the environments that can rack up some instant kills and lots of bonus points. These are basically trick shots, like shooting exploding barrels when an enemy is near, or shooting an exploding barrel that rests beside a boulder that will tumble on top of enemies when the barrel is shot. Sometimes, there are items that don’t stand out enough to know whether or not they can be interacted with, which gives the player incentive to be creative with his shooting.

Dead Man’s Hand’s biggest problem is its hit detection. First-person shooters are games whose founding principles are on precision shooting, no matter what firearm they are using. When firing a gun that is perfectly lined up on an enemy, they expect to deal damage. In Dead Man’s Hand, it’s all a question mark as to whether you’ll hit or not. At times, you’ll be right on the mark, and other times, you’ll miss completely, despite having your reticule aimed squarely between your enemy’s eyes. Shooting interactive items have the same peculiar behavior, mostly when an enemy is standing closer to you than the item. Shoot an exploding barrel, and you may hit an enemy that is on the opposite side of the screen (seriously), all because that enemy is closer to you. So oddball this occurrence is that we entered the menus to see if there was some kind of auto-aim feature turned on. It wasn’t on because there isn’t one. In addition, there are times you’ll shot an enemy in plain sight, just to miss because the game is registering the shot to a crate the enemy is hiding behind. And still, there are times when you’ll miss by several inches, and land a direct hit. What does this all mean? It means that as a first-person shooter, it doesn’t first-person shoot well enough, as there is no way to be rewarded for your shots because you don’t know if it’s you or the game.

Weapons are limited, ranging from three different pistol types, three shotguns, and three rifles. There are e few explosive weapons, like dynamite and whiskey bombs, and at the very least, there is a knife for you to stab villains to death if you like your action up close. While limited in number, all of the firearms are a blast to use, which is critical in games of this type. Each weapon has the proper oomph when fired, which makes shooters so fun to play. Some of the guns though – like the double barrel shotgun – are so slow at reloading (and must be reloaded after every shot), that they are practically ineffective in most instances, as they require you to be up close for the enemy to feel the full brunt of the gunfire. By the time you reach the enemy, another one or two may be on you. Furthermore, a close up shot with a shotgun takes an equal number of shots to down a foe as the Peace Maker pistol: three. And with the Peace Maker, you can kill a foe in three shots from any distance. With the shotgun, shooting from a distance can take seven or eight shots.

While we’re on the subject of enemies, the game’s AI is horrid. The smartest thing an enemy does is duck behind a crate. Otherwise, they either charge straight at you, or they stay in the exact same spot as when you first encountered them. The arrival of many of your foes is also scripted, so they will always emerge from the same hiding place, and will always react the exact same way, every time you play. Some enemies are so dumb that they’ll run right past you, only to stop at their pre-programmed spots to turn around and shoot. Oddly enough, until they reach their designated position, they are incredibly difficult – maybe even impossible – to kill. Their aim is good though, depending on the enemy. Some realistically miss you, while others can’t hit the broad side of a saloon. Still, others are crack shots, able to hit you from any distance, no matter how much cover you’re behind. And once an enemy hits, he rarely misses you afterward, as if he’s permanently locked on to your character.

Between levels, you can play a hand or more of Poker, which the better the hand earns you extra ammo for whatever firearms you have at the time. You can play till you lose, but once you are play a losing hand, every bonus you earned is automatically lost. This proves useful for guns that you tend to use a lot more than others, as ammo seems to be fairly equally doled out throughout each level. And since only some guns come in real handy, you’ll tend to use those guns a lot more. Combine this with the bizarre hit detection issues, and you’ll need all the ammo you can get.

Between each level, you have a choice to play on three separate difficulty levels, so the game is never too hard or too easy. The one flaw with the game in terms of difficulty is that you can’t save your game until a level is completed. When playing through a particularly hard level, starting from the beginning on death can be a real pain. Thankfully, the levels aren’t very long, but not being able to save – especially when you’re close to the end – is still annoying.



While Dead Man’s Hand is far from a graphical masterpiece, the game still looks quite good, thanks to the freshness of the environments. While just what you’d expect from a Western-themed game, you won’t care, but will instead welcome with open arms. The physics model is great, offering a dose of realism that the game really needs. Shoot an enemy on a balcony, and he’ll tumble down off it, taking parts of the railing with him on the way down. Take out a foe at the top of a hill, and watch him roll all the way down. It’s amazing what a little bit of physics can do for a game, and the otherwise “nothing special” look of Dead Man’s Hand greatly benefits from it.

There is no blood, which affects the look of the impact you make on enemies when you drop them, likely to keep the game at a “Teen” rating. Bodies disappear after you kill them, which is disappointing, but even worse is that they often pop in after you’re already onscreen with them, and they disappear before you’re off screen. The game moves pretty slowly, but the framerate, while stable, is far from smooth.

Dead Man’s Hand sounds pretty generic, which is a good thing, as the clichéd voiceovers add a good bit to the Western-style flavoring of the game. The music is fitting, though not as good as it could’ve been. There is a slight rock mixed in with the rest of the music, which feels out of place at times. The weapon effects are pretty solid, but nothing outstanding in any way, though they do sound more authentic than some other shooters out there.

Playing online via Xbox Live offers gamers your standard Deathmatch and Team Deathmatch games, as well as a couple of unique modes like Posse, where all eight (that’s the max) players join up together to take on hordes of computer-controlled gunslingers. Bounty is another game that makes one player the target of every other player. While all the modes are adequate, mixing the questionable hit detection almost makes the idea of online multiplayer not worth it.

There are plenty of better shooters on Xbox than Dead Man’s Hand, but luckily for this title, there aren’t any that are Western-themed, which is really this game’s saving grace. Technically, the game is sub-par, mostly due to a severe hit detection problem, and the generic-ness of the core gameplay is too by-the-numbers to have any lasting power.

If you even have just a passing interest in Western-flavored games though, Dead Man’s Hand is a real hoot, and is bound to hold your interest in some way. The shooting gallery-style gunplay and cool-looking physics, along with the cheesy voices and music, really nail the Wild West. The online multiplayer isn’t great, and there is no splitscreen option, but for those interested in the Wild West, you won’t find many other games that offer the gunslinger approach to the first-person shooter genre. And at $20, it’s still a great way to pass the time.



Article By: Brendon Hivner

After a long night of podcasting, we finally got around to recording our own show. Which meant we were drunk off our asses..more than usual.

We managed to talk about Boom Blox and R-Type Command, however. You can check it all out on this week's Team Fremont Live.

By the way, me were guests on the The Married Gamers Podcast, so if you're not sick of our crap...well...there's more to be had.



Phil and the boys are back with another episode of Team Fremont Live-UK!

They're talking Speed Racer for the Wii and a preview of Haze for PS3! All this plus UK gaming news and a return of Philthy's Big Sack!




What can I say? It's been a slow week. So let's talk about cabins and Pineapple Express, shall we?


We've got a special guest at the bar this week. Glen Percival from the PSNation Podcast joins us to talk about Iron Man the movie, Dream Pinball, Echochrome and GTAIV!

All that and gaming news along with the usual Hilden Drunken Downward Spiral!

Check it out on this week's Team Fremont Live!


The British Drunken Gamers are back with another episode of Team Fremont Live-UK!

They're covering the Iron Man game, an update on MGO and their WiiFit challenge. All that and more UK gaming news for your ears!

Tune in!


We're not nearly as cool as our UK Friends, but we're back with a review of The World Ends With You and our impressions of Mario Kart for the Wii.

All this and an interview with Bohus Blahut from RetroThing.com.

Check it out on the latest episdoe of Team Fremont Live


The British Drunken Gamers bring you the first stand alone episode of TFL-UK!

They're talking about Wii Fit and GTA IV for 360 and the PS3 along with news and something called..Philthy's Big Sack.

Check it out on the newest TF podcast, TFL-UK!


We've got a review of GTA IV for you in the reviews section. For those too lazy to look that up, you can find it here!

Our thanks to Chris Nelson from TFL-UK for the early review!


We're back to "normal" this week, whatever that means. We're talking about Gran Turismo 5 Prologue in addition to all kinds of gaming news.

And we've got a special segment as Phil Haymes and friends bring us another edition of TFL UK!

All this and more on this week's Team Fremont Live!


Damn it!!! We lost the bet and this episode represents our punishment for the loss!

Just a heads up. While we're usually NSFW, this one is REALLY NSFW! You've been warned. Steve Perry really makes us mad.

In addition to that cucumber sporting bastard, we're talking about Ikaruga for XBLA and Phil Haymes joins us with the British Drunken Gamers for a review of Mario Kart for the Wii!

All this and more on this week's Team Fremont Live!


We've got two special guests this week!

First off, Carlson from Mad Gear.com joins us at the bar and drops the import science on our poor asses!

We also have an interview with Walter Day from Twin Galaxies.com recorded at the Midwest Gaming Classic!

All this and the grand finale of the Shumpera on this week's Team Fremont Live!


I celebrate the arrival of spring, answer some emails, and show off my kid (again) today in Cooking with John.


Well, we're tired and broke but the Midwest Gaming Classic was a complete success! We've got the first of many segments from the show for you this week in the Team Fremont Round Table. It's a tradition we enjoy a great deal.

In addition, we've got the second part of our interview with Ross Erickson from Sierra Online and he's got some goodies to give away, so check it out!

All that and DJ Incompetent joins us live right before he claimed the title of Worlds Greatest Shmup player for the second year in a row!

Check it all out on this week's episode of Team Fremont Live!


We're out this weekend for the Midwest Gaming Classic. If you can't make it to the event, be sure to keep an eye on the forums, the Chat Room and Cooking with John for pictures, updates, and more.

In the meantime, Dale's back with a review of Twisted Metal Head-On: Extra Twisted Edition.

And if you've ever wondered what the hell the lyrics were to the Team Fremont Live theme song, TV Japan, click here to find out.

We hope to see you this weekend!


We're talking with Ross Erickson from Sierra Online this week! It's a two parter, so stay tuned for the exciting conclusion next week!

And speaking of exciting, the Shmupera returns with an all out 3rd act BATTLE with the Spacebot!

We also talk about..you know....games. Hot Shots Golf for the PS3 and Williams PInball Collection for the Wii. You know, if you're interested in that kind of thing.

Check it out on this week's Team Fremont Live!