This has become my home group's go-to game system. It's a good mix of crunchy mechanics and narrative elements, plays well throughout a lengthy campaign, and really does fit in any setting.
The game has been exhaustively tested in its earlier incarnation as the Star Wars RPG, and it works really well at the table.
Be aware that the kinds of stories it emulates are similar in tone to Star Wars: acts of swashbuckling, skullduggery, and heroic battles that can swing from triumphant victory to crushing defeat, with a wide variety of outcomes in between. It does adventure fiction really well, but you'll have a hard time getting Genesys to emulate four-color superheroes or doomed Cthulhu investigators.
There's an art to using the narrative dice, but once you get the hang of it (after a couple of sessions) the results are amazing.
When I run this game, I never know how things are going to turn out, except that it will be fun and exciting.
Note also that a lot of game elements that look wrong at first (starting with the custom dice!) actually work very well at the table, leading to an enjoyable experience for the players and interesting and engaging stories, so give them a shot before you throw them out.
If you're a GM who prefers improv to prep and enjoys being surprised by the direction your stories take, but who also wants a good variety of official and fan-created content to draw on, Genesys is a great choice
[5 of 5 Stars!]