Finished the game last night, been gathering my thoughts:
Story: I liked the main story, though, as others have said, it felt a bit brief. I feel like the ideal 'pacing' involves leaving Ashen Maw until you've done all the other available quests, and then having a very short Act 3, as it seems odd to explore the islands once you know Eothas plans to break the wheel. It feels odd that Ukaizo wasn't drawn out a bit longer with more combat, and the lack of combat made it feel surprisingly abrupt compared to Sun In Shadow from the first game. I was slightly disappointed at how brief the final chat with Eothas was. I was expecting something comparable to the final chat from The White March with the Eyeless, and a bit more back and forth about the wheel even if ultimately it was impossible to convince Eothas. Overall, though, feels like a cool set up for a third game, though one that could've done with a bit more padding, which is an unusual criticism to be making! Feels like it suffers from 'second-game-in-a-planned-trilogy-itis' a bit.
Setting: Loved the Deadfire, and the factions. I was initially (during the funding campaign) quite put off by the whole 'pirates' theme they were marketing, but the game turned out more broadly about colonialism, the age of sail and island exploration, with *some* pirates, and I wound up really liking it. Felt like a breath of fresh air, and drew me in a lot more than Pillars of Eternity 1 (though I do feel that game has a stronger main plot). The faction questlines were cool, and a lot of the side characters interesting and sympathetic enough to make the world feel engaging. Though I think it would be nice if there were 'break points' for factions earlier, so its not possible to work with all 4 up to right before the endgame.
​Companions: I found the companions surprisingly engaging, though I see reaction to them has been quite mixed. I feel that there was a huge amount of work put into having them react to quests, and to each-other, which was fantastic and made them feel alive, but was maybe less effort/reward efficient for the devs than having them chat with the player a lot. Though there were a number of conversations between the player and them, due to the open world nature of the game, these often all happened in a lump and made feeling like the player naturally got to know them harder. Maybe a bit more gating/artificial pacing would help? And, as I mentioned elsewhere, I'd love to see non-voice acted 'picture-book-cutscene' style interactions added for companions and sidekicks to chat with the player on the ship, allowing them to react to DLC events and develop a bit more, and generally feel like they were spending time travelling with the player.
Gameplay: Showing my biases, placing this one last! I enjoyed Deadfires gameplay, progression, and gearing quite a bit. I found Pillars 1 could be a slog, but a fair bit of that was enemy density and the lack of programmable party AI (I think? I played it right after it came out). I did feel Deadfire was overall too easy though, even for a relatively poor CRPG player like myself, which took some of the edge off of exploration as I wasn't particularly worried about what I might run into or my supplies (something the first game did better). Gameplay is fundamentally fun though, and hopefully the balancing patches continue to tune this up!
Overall, I feel Deadfire has its flaws and its bugs, but its probably the RPG that's drawn me in the most in the past few years, quite unexpectedly! Really looking forward to the DLC, and (fingers crossed) potential third game.
EDIT: Oh! And forgot to mention that I really enjoyed both the soundtrack and the sea shanties!