A full playthrough with all side quests takes 24 hours if you know the game.
The problem (other than the nonsensical plot and whiny companions) is that it follows the exact formula all Bioware games do (and those rpgs that copy them): Intro -> Turning point to introduce plot -> Choice of going to 3 different areas in any order we like -> Continue main plot -> The End.
And every time the intro will be interesting as you get to know your character, the turning point for the plot will be all fleshed out, but then comes the point where it all loses steam because now you need to have the illusion of player agency and give a choice of the order in which things are done. But there can no longer be urgency if it no longer matters how you do things.
Tyranny tried to avoid that with an overload of binary choices. But in the end, the restrictions were arbitrary. And the end slides nonsensical; because by the end of the game you hadn't been to area XYZ, your character would never go there after the end of the game?