A fun premise with three memorable villains and independently, three styles and three major quest areas, to produce substantially different campaigns. Two of the possible villains have a twist that could lead to a reconciliation in the end, while the third could easily spill over into Earth. Learning exactly what these villains are, along with the nature of their minions, is a significant part of the game that can give the heroes an advantage.
The character advancement system works a little differently than standard Fate, with milestones based on events like taking severe injuries or scoring a substantial blow against the Enemy. The setting has a "Neverending Story" feel, which is a good thing. No maps, but there's a detailed description of a key Enemy base and some NPCs who are usually the world's villains but might become allies. A sort of threat meter suggests how to raise the level of each new encounter based on a storyteller's sense of rising tension and the common sense of the enemies being more on alert if you defeat them by force.
One thing to note here is that the setting is arranged for one specific campaign -- a group of former heroes being pulled back to fantasy-land to fight a new threat -- and doesn't lend itself well to an introductory, one-session adventure. Unless you make one up for the people that the main game's PCs used to be!
[5 of 5 Stars!]