If you're interested in a fantastic setting, but are tired of the typical fantasy tropes of elves and dwarves, Children of Aten is great! The Realms are basically different planets or moons within a "solar system", with an unpredictable series of portals that open at random. This means that a GM can move the players around from Realm to Realm as fits the adventure they want to run.
The species are interesting, with differing cultures to give them unique identities. Talents are likewise clever, providing some whimsical humor in their names that can help drive their narrative use.
Magic is detailed with a number of species-specific skills with a more limited range of magic actions, as opposed to the broad utility of the skills presented in the Genesys CRB. As a character can only learn to use a single magic skill (which requires a talent), this requires the player to focus on what they really want. Some may find this to be a drawback, but I find that it gives character to the setting.
The inclusion of steam-powered and other equipment not typically seen in a fantasy setting gives Children of Aten a sort of "Jules Verne" feel.
The book also has a dizzying array of Adversaries for GMs to populate their games with. It is important to note that any of these Adversaries could be "re-skinned" for use with any Genesys campaign in any setting.
5 out of 5 Stars!
[5 of 5 Stars!]