He's not entirely wrong, actually.
It turns out you can make Fallout 4 instantly "feel" more like the original games by doing this:
http://imgur.com/a/ODV3U
(One really nice touch to pay attention to: the first three screenshots using the Power Armor HUD is a great effect. The outline of the HUD is reminiscent of the UI in the original Fallout games, in Black Isle's games, and other party-based isometric games)
So a little bit of genre theory, here. The associations we make with a "feel" are not always obvious and direct. We encode a lot of subtle signs - in literature, it's language structure, dominant metaphors, chapter length and structure, etc.... In film, it's lighting, camera angles, length of cuts, etc... I don't know of any genre theory studies in video games, but I think we can already see that part of the feel is in camera angle. And just looking at those screenshots, some of us are already thinking turn-based strategy, which of course is part of the original Fallout's "feel."
There's a reason why successfully crossing genres is actually quite hard, and when it "works," it's a big deal. You can't just swap over the obvious things and call it done. Anyone read Calvin and Hobbes? When he goes Tracer Bullet, it's not *just* the language change, it's not *just* the costume change, and it's not *just* the lighting change. When you talk about the soul being "what the player (audience) feels," you have to recognize that switching to first-person is already altering that. So is turning the game from a series of static maps to an open world and adding in more voice-acting. These are actually part of "what the player feels."