Something I've noticed just now after playing both games is that the player has a lot of space to move around in each level. But at the same time, you're not pressured to traverse every corner to make sure you don't miss anything like in a bunch of other games where you're running around for no reason. every area within these fairly spacious environments serves a strategic purpose relative to the scope of the gunfights.

The fights in Dead Men aren't scaled as well as in Dog Days (with respect to the environments), but I can attribute that to the sequel correcting a weakness of the first game.