I'm always a bit leery of ancient-history or mythology entries in IFComp, because I worry I'll have to know a lot about said history or mythology. Usually, though, I'm proven wrong, and GH was no exception. It deserved the high placing it got, and I'm disappointed I didn't really revisit it before posting this review.
Because this is one of those entries that you just like from the start. So many heists or heist movies rely on crazy technology or gadgets, and--well, that's the case with one of your three companions (inventor, sneak or fighter). But the focus is more on contacting your person on the inside and cashing in on favors your family gained when your father built Nero's huge decadent palace. These days, well, your fortunes are reduced. So you need to rob Nero's vaults and get out. Seems easy enough, since nobody likes Nero, but on the other hand, everyone has good reason to fear him.
Of course there are complications. This is one game I wish I'd seen sooner so I could have looked at more paths through. I can't really speak for historical accuracy, but I appreciate that they didn't take something too obscure, and they didn't put in too many gross details about Nero's legendary overindulgence. I had no clue how many characters were real and who was added for flavor. I wasn't particularly worried. Those that appeared, like the Captain of the Guard, often knew me or my companion, and I saw connections as to how they would maybe interact with others I might take in the future. And a few surprise twists made sense--there are a few once you get in the vault!
The dialogue's also very good. It could easily fall into "look at us, we're making fun of cocktail parties," but the tension of looking for the right person to say the code-phrase to helps avoid that. The misdirection and potential false positives make for quite a story, and thrown into all this is how your companion has made enemies at the party.
I took Fabricius, the inventor, and he seemed to have the right amount of "do I have to" and "you can't make me" and even pushed back when I asked for hints, which worked far better than a fourth-wall voice saying "Are you sure you want to X?" Fabricius had some crazy ideas, too, and I did so want to try them out to see how they'd fail, but then I didn't want the story to end early. Hooray for save points to revisit later. While his storyline was surreal and had an anachronism, that anachronism worked!
A scan of the game text, along with the authors' postmortem, suggests a balance to each of the three companions and how you deal with them that makes things replayable. I wish I'd spent more time doing so before this review was up, but the gist is--there are several bad ends, and you can ditch them or be ditched. Incompetence can be punished, and your choices along the way also affect what happens.
The story makes liberal use of timed text, which you can thankfully click, and I also found the music pleasant and unobtrusive. It doesn't call attention to itself, and it changes just right.
I escaped with nothing but the knowledge I'd performed a successful heist, and yet I'd had my fill of excitement and entertainment. I panicked when I had a priceless relic, because I figured I'd be arrested for just having it. I guess that is why I have to rely on games like this instead of becoming an actual criminal. GH is as impressive as its first impression, and it ended too quickly for me, which was a surprise since I played it near the end of the IFComp gauntlet and was just trying to get through all the games. That speaks to how entertaining it was for me.