A wonderfully playable journaling game with a sophisticated understanding of narrative structure.
First Impressions:
This is a game that's bonkers, in a good way. PCs are members of FIST, an independent mercenary organization dealing with anomalous, alien, supernatural and occult situations - imagine, say, Sam And Max: Freelance Police meets Hellboy, The Doom Patrol, and The Mystery Men at Area 51. The system is an adaptation of Powered By The Apocalypse with a 2d6 roll for failure, partial success, or full success, but no Moves or Playbooks. Characters can be normal humans, enhanced/Changed humans (like Liminal Horror Fallout), alien beings, dimensional travelers, cyborgs, or anything else - and so can be their opposition.
IMO the best thing is the last third or so of the book which is about 60 pages of tables for everything a GM could hope for - missions, twists, equipment, weapons, NPCs, locations, even a d100 table of songs that could be found on cassette tapes (and a hell of a great musical selection!). Easter eggs abound showing an affection for spy/weird media (spies named Solo or Smart, scientists named Forrester, Daystrom, or Freeman).
Explicitly anti-canonical, FIST can be whatever one decides; Bureau 13, an SCP Foundation MTF, The X-FIles, or the BPRD, and there's a massive selection of supplements and enhancements available to mix and match to your heart's content. Very highly recommended!