In Fallout, I liked that the [N]PCs were intimidating and or respectable.
I liked the gameplay (conversation/exploration/travel/combat); I don't like than none of that remains in Bethesda's attempts at it.
I liked Bethesda's art design (in general, and especially the landscaping).
I do not like that Bethesda took the established gameplay from the series ~and discarded it; Todd even belittled in his speeches. That makes their game not a Fallout title, but a TES impostor draped with the IP assets for appearances only.
I do not like that Bethesda took the established antiques of the game and redesigned them not to appear as they always had appeared in the series; that makes them something else. This seemed bizarre, and a trivial thing to get wrong.
I do not like that Bethesda focuses on a
WestWorld style simulation of the Fallout world, as in just like a theme park 'slice of the old West' experience for the amusement of the park's paying guests; instead of a plausible world [in context], where the PC can make unintended mistakes as well as pull off heroics, or be a bastard; and the NPCs judge them by their behavior ~not how many water bottles they've paid out.
I do not like that Bethesda games in general are not RPGs, and seek rather to outfit the player with a tailored digital costume instead of a PC; and fail to limit the player's experience to what that PC can personally manage to achieve, or enable access to.
I do not like VATS. VATS is a [bad] joke. People see it as a nod to the turn based mechanics of the series [IE the proper gameplay of the series that Bethesda ruined/gutted/discarded]. It's not. VATS has no aspect of a turn; and NPCs never get theirs. VATS is an I-Win exploit that allows effectively free action to slip extra attacks against enemies, while being HIGHLY protected from return fire. In Fallout, most PCs could only manage a single aimed shot, and were especially vulnerable after the attempt; whether or not the attempt payed off with a hit, they were subject to more accurate attacks from their enemies for the remainder of the round ~not protected from them.
Also VATS ~unlike the aimed shot in Fallout, merely assigned hit-percentages from proximity; meaning the head could become easier to hit than the leg; yet the rest of the series rated the targets by area mass, and had linear progressive difficulty and commensurate critical effects that could be different for each kind of target. All FO3 offer [afaik] was a fixed damage bonus, and a fixed chance of critical/or no critical.
I do not like Bethesda's free candy policy with perks, and easy stat increases. They treat the PC itself like upgradeable power armor for the player; instead of a mortal individual... This is a radical deviation from the established Fallout gameplay; and it's ruinous to roleplay, as the PC boundaries are moved every level, and don't really mean anything anyway now.