(cross posted from the Big Purple by me but I'd love to here people's ideas here; I posted this over on r/genesys in Reddit as well)
What I mean is, where does it shine? For example, while it can be dialed all over the place, GURPS seems to work best when you want something "gritty" or "low cinematic", with the option to shovel in detail as you wish. You CAN make it much more cinematic (and there are rule for that both in the core and in supplementary books), but the sweet spot seems to be "real-ish" stuff. At its heart, it's a simple system; I roll the dice, maybe modified, and we roll under the skill number usually to see what happens. Everything is more or less a single roll for each instance.
Savage Worlds, on the other hand, is definitely a pulpy action game; again, you CAN dial it down to make it more gritty or whatever. Like GURPS, you do single rolls for most things, though there are rules for "dramatic" rolls, making certain things longer contests, though again, definitely pointed towards the action genre (defuse the bomb!; codify complex negotiations into three dramatic yelling matches!).
So, by comparison, where does Genesys fit? Pulpy action? Gritty? Something else? This isn't to say you can dial it to move in other places, but the die system and core are set to...what?