One of the best, if not the best, Savage Worlds urban fantasy settings I've encountered.
I was initially nervous about how this setting would work for someone not from or familiar with Detroit, but after reading through the book I have no concerns. The first chapter, about Detroit's history, was excellent, and I usually don't like that kind of reading. This history is, I'm sure, one of the reasons that the city is such a great setting for a game like this. Sidebars in this chapter, and throughout the book, give possible adventure hooks for games.
The second chapter talks about the history of the Corktown precinct, and meshes well with the history of Detroit. The third details new characters, and talks about some of the setting specific rules, like reason and delerium, which I like very much as a method of dealing with the shock of the revelation that the supernatural is more natural than super.
Chapter 4 talks about the different "magical" systems in the setting, including Psychic powers, Nullifiers, and parapsychologists. There are also some paranormal groups listed for the players to encounter.
Lastly there is a gear locker, which is, well, some gear descriptions.
The layout of the book is excellent; I found it easy to read. Occasionally the font in some of the sidebars can be a little much, but that is a very minor quibble.
This would be a fantastic setting for a police procedural game, with almost an unlimited source of possible adventures springing from Detroit's history, current state, and everything in between. The map is great and would be awesome pinned to the wall of the game room, adding atmosphere and functionality.
[5 of 5 Stars!]