Finished the game.
Something around 6.5/10 for me, I guess.
I welcome the game´s generally very good world design, varied environments, quite expansive portfolio of player´s tools, notable lack of bugs, as well as a somewhat more personal take on the story, plus I think it´s commendable that PB obviously listened to a variety of complaints about R2 as additions of swimming, sea battles or factions with mutually exclusive quests show.
On the other hand I found writing mostly unengaging and was underwhelmed by simple fetch/kill quest design; minor disappointments include run-of-the-mill soundtrack, underutilized soul meter (I think it may lead to 1 or 2 companions leaving and two different endings, but I haven´t noticed anything otherwise) and absence of an intricate dungeon or two.
However, what really brought my enjoyment of the game down is the combination of severe lack of mechanical diversity (and, for most of the time, difficulty) of enemies, lack of encounter progression (after being done with the first non-tutorial island I think I´ve seen and defeated pretty much every enemy type in the game) and the fact most of the world space is packed with combat encounters.
The ending result for me was feeling of generally busywork-y and repetitive experience, rather unsatisfying sense of advancement and exploration that was more often chore than fun.
Á propos ending - the endgame felt once again rather lackluster and the ending itself barely came with any sort of denouement, which was a surprise considering this was, AFAIK, supposed to be the final Risen game.
Hopefully PB will put more thought into the combat aspects of their next game, because what I see as a lack of it in Risen 3 negatively impacts not only the combat experience itself, but also exploration and sense of character progression, aka elements which I consider to be major draws of their games.