Fallout 4 doesn't feel post-apocalyptic to me at all, it feels like it can't make up its mind what it's supposed to be. If, as we were told, the game was about 'recovery', then it shouldn't feel post-apocalyptic at all (in the commonly-used sense of that term): it should feel like the world has a new order, a new civilization. It should, in truth, be more like Skyrim than Fallout 3 (leaving aside magic, of course). The trouble is, the game wants to be a post-apocalyptic game in the commonly used sense, and so it creates an incoherent world that feels neither one thing nor the other.
- It's not helped by the fact that the city of Boston looks like it had a bit of a bad time a few days ago. Not a nuclear war, not a nuclear near-miss. More like a bad case of urban rioting or maybe a very limited, conventional battle. Two hundred years have passed? More like two months.
- We are told that prior to the Great War, the world had been plunged into resource wars. Resources were becoming so scarce that countries were fighting over them. There is no sign of scarce resources in Fallout 4. Everywhere I go there's stuff and if I take it there's more stuff when I go back. I can build settlements on a whim. Raiders have turrets in abundance. They can floodlight their camps with abandon. If energy and resources are that abundant, why is everyone living in filth and sleeping on the floor?
- Settlers for some reason have none of these resources; they have to live in shacks made of old planks. How does the economy work?
- Given that raiders clearly have far more resources than settlers, why haven't the raiders taken over the farms? Why aren't the settlers slaves or serfs? Why, indeed, are raiders still raiders? New Vegas did a much better job with this: there are still a few raider and bandit bands about, as one might expect, but the successful raiders and bandits have become organised and call themselves the NCR and Legion. That is what I would expect in a recovering world, which is what we're told the Commonwealth is supposed to be. Just look at history: as people recover from civilisational collapse they become more organised (with bandit chiefs and warlords often ending up as kings and emperors); they don't remain as separate little bands - that's what happens when resources are very scarce and there's insufficient surplus to support a large, organised society. That's the world of Fallout 3, which was a blasted, desolate wasteland. Fallout 4 was explicitly supposed to not be like Fallout 3, to be about recovery not survival.
The reality is that Fallout 4 wants to have it both ways. It wants to be about 'recovery', presumably because people complained that Fallout 3 'ought' to have shown a recovering world even though the game was explicitly set in a region that was unable to recover, yet it still wants to operate according to the Fallout 3/post-apocalyptic playbook of societal chaos.
Bethesda were faced with a choice in making this game: they could try to advance the Fallout story, which would necessarily mean leaving 'post apocalyptia' (to borrow a Three-Dog term) behind, or to create another 'post-apocalyptic playground' (as I saw the game described in an advert). They tried to do both, resulting in a bit of a mess.
This is a problem for the future of the franchise. If the story continues to move forwards, either it becomes a sci-fi Elder Scrolls or Bethesda has to come up with a VERY good reason why humanity has been unable to recover and remains a fractured mess of raider bands and tribes.