One downside of the 3D Fallout games, in hindsight, from retired geme dev.
I see one major drawback shared by all the 3D Fallout games (3, NV, 76, 4): the unnecessary reliance on simple visible math, numbers, percentages in combat. It breaks combat, immersion and takes away player autonomy and agency. It's just outdated and doesn't fit the 3D gameplay. Man has to decide: either math-heavy 2D RPG or 3D exploration FPP/TPP. They can't be successfully combined, because two generes mutually kill each other's strengths.
It's not like game developers in the 1990s wanted all those visible percentages, numbers, and calculations. They just hadn't choice. Given the hardware limitations of the time, it was impossible to create a truly complex, immersive world with real player agency, so they had to rely on abstract simple numbers instead. And it fit 2D RPG.
When Fallout went 3D, someone was apparently too conservative or too afraid to move beyond that formula. Instead of using modern hardware of the era to create a new level of immersion, they took the easy route and copied as much as possible from Fallout 1/2 and that's the reason they didn't quite match the original ones reviews.
And it's not even just RPG vs. FPS dichotomy. Just look at the S.T.A.L.K.E.R. or Metro series, then imagine Fallout built around the same design philosophy: a modern blend of story, player skill, gunplay, immersion, 3D graphics, realism, loot, atmosphere, and exploration.
The real challenge isn't copying the weakest elements of Fallout 1/2. It's preserving their greatest strengths while leaving their outdated limitations behind. The strengths of the original 2D Fallout games were their atmosphere, story, music, world, characters, and environment. Their biggest weakness was shallow combat built around simplistic visible math, which was acceptable in 2D, but really poor, obvious and straight in the face in 3D game.
People want to have fun and immersion, things working like man can imagine they should. Not feel artificially restricted by arbitrary math giving unrealistic results. When player takes a minigun he wants to cause a massacre around him, a carnage like in the movie. Not to see some % lacks to hit a guy 10m away even if the bullets go straight through him, or some points lacking to deplete some guy's health bar when he's visibly full of holes like a sponge...
cheers