We wrapped up Torg: Eternity yesterday with the Cyberpapacy chapter of Day One. We'll be taking a break from it to try out Pathfinder 2 for a while, then will be coming back sometime after the rebooted Eternity Chalice adventure has been published. I loved the 90s original, and hope to run this for my group. My thoughts:
~Mechanically, if you've played Savage Worlds, you've played Torg: Eternity. They're built around the same bones. They have many of the same strengths and weaknesses. SW's strength is that it is completely separated from any setting or genre, so can be adapted to any of them. Torg's strengths over SW is that the combat is more exciting (thanks, Drama Deck and Destiny cards!) and that character design is less... flat.
~Torg does a fantastic job with genre-jumping. It covers action movie Earth, prehistoric, fantasy, post apocalyptic, 30's action pulp, high-tech espionage/horror, cyberpunk, and Victorian horror, and lets you jump between them with ease (short version - different parts of the world have been invaded by alternate realities, and you're fighting back against them, so parts of the US are prehistoric, France is cyberpunk, India is Victorian horror, and so on.)
~It also does a great job with world laws and Cosm cards of making each setting feel like it is supposed to. The action pulp setting feels like Indiana Jones/The Shadow, while the high tech horror feels like Black Rain meets Resident Evil.
~With that said, if you jump between settings very often, it's fairly challenging as the GM to put your head in the right place to run it. It's tough to suddenly jump from running dark, gritty cyberpunk to action-pulp without letting them flavor each other.
~The game is fast to play, characters are fast to make and offer quite a few options.
~Combat has enough depth and options to keep strategists busy, especially with the Destiny card mechanics.
~The game is tough to write for, something it inherits from Savage Worlds. Unknown cards in play plus exploding dice mean that the difficulty of the encounters is nearly impossible to gauge. One time a dragon is a breeze to put down, the next time a pair of Yakuza could nearly wipe the party. This makes it really tough to plan out content.
~The fact that it takes place in the real world makes it easy to find inspiration and references (and yes, props too

.) I used Google Maps all the time. It was great to say, "You're standing right here in Orange, France. Feel free to pan around."
Pros and cons included, I really like the game, and am actually looking forward to going back to it in the future. That said, I'm l am happy to be spending some time going back to a fantasy game for a while. It'll be nice sticking with a single setting, and one where I know the tropes and conventions better than any others.
What doesn't kill me makes me stranger.