Top critical review
Good ideas, bad, bad execution
Reviewed in the United States on January 7, 2019
This adventure was very frustrating to run as a DM. To get the most out of it, you'll likely have to significantly rewrite some areas of it. The book is currently sitting at 4.5 stars, but I'd recommend taking any reviews that state details like "I read through this adventure and it looks fantastic!" with a huge grain of salt, and pay more attention to those reviews where the author states that they ran it for their players. From what I've seen from people posting their own experiences running it, there were a number of times where the DMs expressed frustration trying to run the adventure as written, or anywhere close to it.
What's the issue? As others have said, if you were to compare the adventure to a movie it would be more like Indiana Jones than Ocean's 11. A story where the protagonists are trying to chase the McGuffin for most of the story that will help reveal a treasure, and the baddies are always two steps ahead of them. The PCs are put in the same situation in this very railroaded adventure, except that the "Baddies manage to outwit the PCs and keep ahold of the McGuffin" is the result of the PCs *successfully* completing the encounters. If the PCs are *unsuccessful* at solving these encounters either by rolling poorly or don't think of the one solution the designers had in mind (and many solutions are unintuitive non-sequiturs), the adventure comes to a screeching halt and the only solution presented is to have the DM have a random NPC come find the PCs and tell them how to get back on the railroad tracks. To reiterate, if the PCs solve an encounter correctly, the McGuffin still eludes their grasp and they move on from Encounter A to Encounter B. If they don't solve an encounter successfully, they go back to their home base and passively wait for an NPC to come along and tell them how to get to Encounter B. What amazing amounts of agency (sarcasm mode).
Chapter 3 is a great example of the above. The PCs hear a large explosion near their residence. If they investigate and interview the witnesses (the adventure pretty much ends if they don't), they find out that a group of thugs was chasing a gnome and that some kind of construct humanoid threw a Fireball down into the streets killing the gnome and most of his pursuers. The only survivor took something off the gnome's body and headed into the alley. Even though this just occurred a minute or two before the PCs got there, chasing after the survivor or construct are not even considered as options (and actually break the story as written). Instead, the PCs are supposed to go to a local temple that is known for using these constructs. They aren't told this, they just suddenly remember this knowledge. Going to the temple, if they ask the right questions, they can find out that the temple has another construct who built the one that threw the Fireball. If the PCs for some reason decide to cast Detect Magic (if they don't, the adventure pretty much ends), they find out that one specific item in the construct's room is a magical device designed to detect other constructs of his kind, so they can track down the first one. If they track down the first one, they find out it went to a villa, which is under attack by thugs. The information isn't given to the PCs, but the thugs were staying at the villa and a falling out occurred. So, if the PCs get there and decide to intervene, the residents thank them and then tell them to leave without providing them with more information. Meanwhile, despite having a device that is tracking the construct, it escapes in the commotion.
Hopefully, this above passage details some of the convoluted nature of the story which requires PCs to do very specific actions without understanding what is going on. Many groups ended up rewriting a lot of this structure. The following chapter also has a lot of railroaded, unintuitive encounters. For example, if the PCs aren't members in a specific faction, the only way of getting the information is to extract the information from the unhelpful NPC via magic (which is a crime), or to break into her safe, which the PCs have no particular reason to know exists or contains the information they are looking for.
As far as bang for your buck, some other people have mentioned the fact that this adventure has fewer pages than others, despite being the same retail price. It's worse than that. I'd say that well over 50%, maybe 75% of the adventure consists of material that you won't use for your players. It either pertains to a scenario that you didn't pick for your group (there are 4 different scenarios, but what they affect is so minor as to not really allow replayability for the same group of PCs), or relates to the lairs of the 4 potential villains for the adventure. Even the lair for the scenario that you're using isn't relevant as written, because the adventure doesn't take the PCs there, and is too high level for them anyway (both of these points are actually discussed in the book, so it's unclear why they're there).
In one particular chapter, all of the extra stuff you are not using for your particular group of players actually gets in your way because it's inter-spliced with the stuff you are using. Each of the 4 scenarios has a chapter where the PCs go through a series of 8 particular Encounters (out of 10 Encounter locations). So, rather than list all of the encounters in a row for each scenario, you have to skip backward and forward from Encounter to Encounter and page to page like you're reading a Choose Your Own Adventure book. This format is so bizarre, it really has to be read to be believed.
So, yeah, you can do a lot of creative workarounds to make this a fun adventure, I'm not certain why you should pay so much money and go through so much work. It would be less work to come up with your own heist yourself, and I'd imagine the individual DM could come up with ways that provide a lot more agency to the PCs than simply yanking them around on a pre-scripted sequence.