After some 29 hours of playtime I have finished this game. I've played on the "Hard" difficulty, which is the second-highest one. The highest difficulty has stuff I find bothersome: the player character has to satisfy their physiological needs (eat, drink, sleep) and companions die when they reach 0 health points (HP), which is pretty often in this game; sure it's more "realistic", not that I necessarily care, and whilst most encounters I could easily have done successfully alone, it still bothers me to lose my companions in a game as a rule.
Now that's out of the way, and with some very minor spoilers, a few thoughts on this game. Since I don't want to drown everyone with a huge tl;dr, I will for now only mention what I think of:
Companions
Companions are mostly designed according to some archetype. So we have Felix who is a "shoot first, ask questions later" type of guy, Ellie who is some bored high-status girl thirsty for some "real action", Parvati who is just a confused person all around and a nerd good with fiddling with mechanical and electrical things, Nyoka whom I did not care much to get to know her so whatever, an S.A.M. robot with the expected/usual humorous "personality streak" (same with ADA - the Unreliable's AI; the Unreliable is the name of the ship the player uses) but who also employs deadly weaponry, and Vicar Max who is - I presume - supposed to be the usual theologian-philosopher type (and he fails at that). However, and this is good, these companions feel as actual real persons; yes, there's a lesbian and who knows what else in there, but despite that they feel real and are sort of endearing (except Vicar Max, fuck him).
The game is a futuristic/sci-fi corporate dystopia and has a lot of... not quite realistic things going on, although seeing our clown-world of today, they don't seem quite as implausible as they might have been seen before. Now, whilst whatever the player character does in companion-related quests does not bear any real consequence, and whilst there really isn't much depth to interacting with them (for example, you can't make them dislike you so much that they will betray you and leave you, at least not that I have seen, but then again I was trying not to be a total asshole so that may have had some significance, I don't know), traveling with them was sufficiently fulfilling, and dare I say realistic, that these issues did not bother me. They were my crew, they were there with me out of their free will and choice, and it felt like they didn't try to influence or change me in order to satisfy some agenda of theirs, which actually felt refreshing because it felt like there's some mutual understanding and pretty normal and realistic relationship between persons who are both friendly but also tied together by some concrete work.
I feel as if too many RPGs force some types of characters to obviously influence the player character and to make their relationship "bigger than life" or similar. Here, we have pretty normal-behaving persons traveling together for their common benefit, and that is almost all; I say "almost", because there is still some room for relationship growth, but not too much, which considering the scope and length of the game felt realistic and proper. Proportionate I may say as well. Some companions may not be "normal-behaving" though, I do not view lesbianism as "normal", just as I view hot temperament as a kind of affliction, but at the same time I see these things as normal in the sense that they exist and some people are like that, and since these things weren't "in your face" and there was a sense of (ironically) normalcy and composure to these characters which went beyond what they "identify as", I found them mostly likeable. Good, in fact.
So, congratulations to Obsidian for making realistic-behaving companions who have sufficient dignity and composure despite whatever affliction (or "orientation" or whatever word you would like to use here) they may have. A big plus in my book.