This is a magnificent piece of work, reminiscent of a dying art in RPG core books. By that, I mean a slightly smaller-than-usual book (in dimensions), coming in at 256 pages, and containing absolutely everything you need to run the game in one place. Add in some Fate dice, and you have the makings of a long-term campaign for very little outlay. Production values are high, the artwork is uniformly good (players of the Dresden Files co-op card game will recognise many pieces) and the writing style is highly engaging.
Having no experience with the Fate system before this, I am led to believe the 'Accelerated' moniker points to a streamlined version of the rules, specifically designed to lower the learning curve for the game. This certainly works for me, but don't let the 'lowering the learning curve' description fool you. The system is elegant and easy to learn (and run) but the flexibility becomes apparent after you play a few sessions; and then possibilities start emerging and an appreciation for the design really stares out from the pages.
Character creation is very easy and straighforward, yet allows for high levels of customisation. For example, you could create two Wizards, but with the various packages and intepretations left up to the players, they can be wildly different, and completely playable. Characters can be drawn from Wizards, Fae, Vampires, Werewolves, Knights, and regular folk who have become entangled with the supernatural. The perks for each type of character mean that everyone has a chance to shine; a Reporter will be able to contribute as much as a Werewolf, just in different ways in different scenes - and there's very little overlap.
The main points are to do with the party's familiarity with the novels. Firstly, as noted by other reviews, this book assumes you are completely up-to-date on the novels (as of this review, you should have read 'Skin Game' before diving into the RPG to avoid spoilers). This is a major bonus in some ways, but a drawback in others. Secondly, there is a certain level of lore required to completely immerse yourself in the setting, so the GM at least should be familiar with the novels and the setting. In our group, one of the players and myself are Dresden fans, the other two players have never read any of Jim Butcher's work (for shame). The players unfamiliar with the setting picked it up well (we drew a lot of references to World of Darkness, with which they are familiar), but the player with setting knowledge was able to take a greater advantage of opportunities in the game. This sounds like common sense, but it's worth noting nonetheless, in case you are considering the purchase.
Overall, this is a highly flexible game that encourages the GM and players to work together on the story, supported by a great rules set, with all the tools (except for the Fate dice) required to play the game in one volume. As a fan of co-operative play in general, and Dresden in particular, I've purchased a physical copy to complement the digital, and will be running this for some time to come.
[5 of 5 Stars!]