 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.
