 Giant Bomb 's Jeff Gerstmann considered the heist missions a welcome deviation from series typical mission structure . Eurogamer 's Bramwell likened them to " blockbuster set @-@ pieces " and GameSpot 's Carolyn Petit cited the 1995 film Heat as a stylistic influence on their design . Joystiq 's Xav de Matos felt creativity and methodical approaches were encouraged . Polygon 's Chris Plante likened rapid character switching during heist missions to " film editing , with the player serving as editor , switching rapidly to the most interesting perspective for any moment " . Computer and Video Games 's Andy Kelly felt that overall mission design was more diverse than and lacked the escort errands of its predecessors . 
