The sheer number of missions to play through and weapons to collect ensures the game will keep people busy for a considerable amount of time, but there are also some rather quirky design choices thrown in too.
Not exact matches
Despite the
sheer number of actions you can perform in every
mission, its quick and easy to switch between functions.
The
sheer volume
of land mass is astounding, the amount
of missions to tackle will take you a while to get through and the downright
number of cool weapons should keep any serious FPS fan satiated until the next blockbuster drops.
Within side -
missions we again wind a difference
of opinion with Games TM describing them as being, «uncommonly tedious» and becrying the
sheer number of them cluttering up the map.
Being able to customize every aspect
of Sam's loadout is a neat touch that really makes you feel in control
of how a
mission will go down, and the
sheer number of unlockables and upgrades are enough to warrant multiple playthroughs.
Add to that the
sheer number of things to do (skill rankings, outfits, primary story
missions, mini games, bounty quests, etc) and amazingly entertaining ambient behavior (watching people get mauled from their horses by mountain lions, hearing the prostitutes around town say things like, «I hate to see a dry pecker» and trying to line - up the perfect sniper shot when suddenly being attacked by a Grizzly...) and you had a game that truly defines an era.
The
sheer number of enemies makes that task a lot harder than it sounds, and it was a fun contrast to being the hunter in the earlier half
of the
mission!