|Fallout 4: There is no massive moon hanging in the sky in the actual game.
[I spent as much time working on my spouse's appearance as my own, even though I knew that character would die before the game got really started. Not such a waste of time, since I had multiple opportunities to visit the corpse, or watch him die in flashbacks.]
|Dressing for success in the post apocalypse. Lucky there's plenty of laundry cleaner scattered about.
The double-freezing leads to an obvious twist, though there is a nicely-done fakeout in relation to your search for your stolen child. However, long before you get anywhere near your child's trail, you must deal with "the Commonwealth" (set around the ruins of Boston), where the law has almost completely fractured following the fall of the Minutemen. They are the first of four factions you encounter and you can choose to help out, and start re-establishing protected settlements (and get lost in an entire side-game of clunkily building houses, decorating them, and setting up defences and supply lines).
The other factions are the Brotherhood of Steel (basically a variation of Nazis, always talking about purity and wanting to kill off everything not-quite-human), the Institute (a shadowy super-tech place which everyone in the Commonwealth is convinced is, for some reason, replacing people with replicants called synths), and the Railroad (a group dedicated to helping synths escape the Institute).
On the whole, I found Fallout 4 to be compulsively playable - tons of little quests, and a landscape seething with life. I racked up between 4 and 5 full days played before I completed the main quest line and decided 'no more' (there is scope for continuing on with minor quests near-indefinitely). At the same time, I didn't find the main quest particularly compelling - especially once you get to meet with the Institute. Part of that is, I think, because I didn't find the Institute leader's actions at all believable (ludicrous, in fact). There is also very little option to try to convince any of these factions to change their views, even when some of the leader's actions in particular suggest he's not nearly so firm on the major divisive issue as his words would suggest.
There are a ton of potential companions - so many I didn't even find them all - and the companion quest lines, unsurprisingly, are some of the more interesting segments of the game - and the voice acting overall there is just fabulous. My faves were Dogmeat (the iconic german shepherd companion, who is just glad to be around you - I felt bad every time I swapped him out as a companion), Hancock and Nick Valentine.
The game is also swimming in bugs (some of them shoot streams of maggots at you, but the rest just mess with the gameplay). Most don't cause major issues, but it's worth saving frequently.
Recommended for: anyone who has several weeks free, and doesn't have a book they're supposed to be writing.