Its strong points are almost entirely wasted on its glaring weaknesses.
In terms of structure: the compelling diversity of dungeons and quests suffers from a focus apparently spread too thin. You barely have the time to care about something that you're directed towards the next. The game has a myriad of little dungeons, sometimes resting on nothing but atmosphere (Wael island, the trap-littered one). It's great for exploration, but goddamn it really instillate an impression of consumer behaviour. Cleaning a spot one after the other.
The game also has bigger dungeons, which is where the experience is the most pleasant. It does a good job at setting original situations and encounters now and then, and serves the pacing a lot. However, most of the content is tuned for a mid-level party, and you'll become overleveled before getting to a considerable amount of quests.
Factions and reputation are difficult to appreciate because of the important amount of bugs and broken dialogue/script. But from what I know, they're kind of half-baked. Main problem being that the impact of the player's decisions is limited to the end of the game. Most of the time, you'll gain reputation even if you completely sabotage the job that you've been given. The design rule that the game seems to follow is to avoid blocking the player out of a faction as much as possible. The same rule bought us the hilarious video of NV's Caesar on YouTube, enumerating all the single moments the courier fucked him up before giving him access to the vault anyway. At least in NV, though, picking a faction has actual implications for the main quest and the story. Here, it just doesn't really make sense, and it ends up hurting the replay value a great deal, because you'd see most of all factions in a single playthrough.
Combat is improved on every single level compared to the first game. Mobility, readability, pacing and character builds are all a vast improvement. And none of this matters in the slightest. This game makes me think of MGS4. The infamous stealth game that features a dozen of 30mins cutscenes proposes a very, very rich gameplay. Octocamo, piloted little mech, a tonne of gadgets and detectors, the possibility to gain the trust of the local freedom fighters etc etc. Yet MGS4 level design is mind-numbingly straight forward, in such a fashion that crawling on 150m is sometimes enough to beat a level. Well that's deadfire. A myriad of unique items, the possibility to craft potions of all sorts with clear, distinct uses, the option to set up a fight from stealth, a revamped system revolving around clear counters... By the way if you click the enemy, it dies.
Problem occurs when enemy in question doesn't punch hard enough for the player to cast anything but the might buff/debuff from his priest and automatically nullify all damage taken while multiplying all damage dealt.
Companions didn't bother me. I even appreciated their unique subclass, with special mention for the orlan's wild mage kit. I would like to comment on their behaviour in the party, but it's mostly broken. Barks fire up at a weird pace, with serafen overwhelmed with joy a few seconds after saying a heart-breaking farewell to his mentor. I did appreciate the possibility to turn Xoti into Dark Xoti. I think the whole like/dislike system either doesn't work properly or is blatantly artificial. Either way, it's not interesting. The only one who disliked my moves now and then was Xoti, because I played a total scumbag. But she must like the dank ass jokes I make when no other dialogue option suits my tastes because she's still around anyway.
Talking about that, I had all my dispositions maxed out by level 10 or so. Playing on expert, I can't say why it happened as I tried my best to play a scumbag.
The writing is really uneven. A few characters caught my interest: the leader of rauatai special ops, the queen, the sea dragon under neketaka... The rest is either strangely out of place or outright forgettable. The dialogue options you're given as a pc are almost never hitting the right bell, sometimes revealing themselves to be completely retarded, clearly displaying the will to follow a pattern or a response model rather than actually proposing lines that would make sense. It's albeit very common in the genre, but it's even more blatant when the writers try to give you different way to bring your interlocutor to spit out his next line.
Special mention to the line you can chose, I think in sakuya or smthg, when a lowlife tells you about his problems. *clears throat* " Why should I care about your shit ? We all have our problems. Yours aren't any special you fucking spastic ! "
I may have decorated the end of it with a touch of vista, but the rest is genuine, and for once, it was on point.
Deadfire is the Nicolas Cage of crpgs. You could either say it's good or bad and be right anyway.