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The three missions are the part that surprises people, because three is not many. That number is the clearest signal of what the game actually is: the missions exist to give the city a purpose, not to be the content. What you are really being handed is a place with cars in it, weapons for sale, and no particular instructions — which is the original appeal of the whole genre, stripped down to its essentials.
It carries the most complete control scheme of any game in this part of the catalogue. WASD to move, Space to jump, Shift to run, left click to shoot, F to enter a vehicle and Tab for the weapon shop. That last key is the one most players never press, which matters more here than a missing hotkey usually would — the shop is where the arsenal comes from, so ignoring it means playing the whole game with whatever you started holding.
Its four categories — Driving, Sandbox, Action and Fighting — read like an overreach until you notice that the genre genuinely spans all of them. You drive, you shoot, you fight, and the framework holding those together is a sandbox rather than a level structure. Sandbox is the one doing the real work: it tells you that nothing here is pushing you forward, and that if you are waiting to be given something to do, you will wait a while.