This is an absolutely fascinating game at an incredible price point.
Hoodoo Blues is steeped in the mythology, folklore, and religion of the South, particularly the Antebellum South. PCs are members of a community of the ageless, immortal for one reason or another (each character class uses a different justification) and witness to the atrocities and heroism that have comprised Southern history. The book doesn't shy away from the darkest depths, which is why I will say this game isn't for everyone.
I have only two small quibbles with this book that prevent me from giving an unrelieved recommendation.
The first is that the character classes as presented have to be carefully chosen to create a viable play group. Several character classes have as a primary motivation the eradication of a couple of the others! Simple hostility could work, but having a medicine worker and a loup garou as friends is hard to imagine.
The second is the crunchiness of the Light (L) ruleset. This is part of Vajra's design philosophy and so I don't see it as something to criticize in the Regular (R) ruleset -- but the LARP rules section in the appendix, while lighter on the numbers than the main book, still isn't quite light enough to work away from the table. A little more tweaking is needed there.
As a tabletop game, though, and with a carefully-selected party, this game is potentially a masterpiece. The concept and characters are fascinating, the authors actually know what they're talking about with Hoodoo, Voodoo, and Voudoun, and the world promises to offer a very deep and serious roleplaying experience.