Maybe. But there even the producer says something like "Skyrim in space". He also says "deep crafting system".
Deep like in Skyrim?
Well, I assume Fallout4 "deep". Collect stuff - spend it to produce weapon mods, and building blocks to use in designated areas.
(That said; The alchemy system does go some way back in the Elder Scrolls series - that's *some*thing... :7)
The mmorpg.com article mentions something about 30fps and less. I just wonder where the man got that from. Should it be true, and knowing this community, I'm sure it will be very welcome here (not).
Well, one need only watch the stream (...where publishers usually tend to go for bullshots), to see the game frequently not managing to fill the frame rate of the video, and other bits of jank that do not fill the soul with graphics-bling-y joy. Only a few seconds in, I was struck dumb by the terrible "blobby" quality on the dust kicked up by the landing craft. :7
(If you care, you could look up the "Digital Foundry" analysis of what can be seen in the presented video, on Youtube.)
The only thing I recall seeing Todd mention, with regard to engine upgrades (...and this was some time ago, but he did project an air of "expect little else)), was an intermediary update (a second "stage" slated for Elder Scrolls 6) to the character animation system - presumably to make zero g, and environment collisions look more "physical".
(As for characters in conversation; Things look as dead-eyed as usual, but I could imagine there being mostly the usual, but some degree of performance capture, or bespoke handcrafting, for a few key main-quest dialogues -- I seem to recall even Fallout4 had a tiny bit of unique character animation in a few places, such as the journalist lady's fit of rage over being locked out of the city where she lived.)
(On something in the MMORPG article, by the way, I'll note that Fallout4 used PBR materials, even if they still managed to make them all look the same flat and drab as usual - Bethesda does appear to love their plentyful base diffuse light

.)
There are a few thing of note, none the less, beginning with distant land appearing to look significantly better than in previous titles, which had these scant and incredibly boxy and featureless LODs (the view from the airship in FO4 was particularly "empty"), and this could tie together with the second thing, being procedural landscape generation. We are still to see whether this is to say any procgen going on "on-line", whilst playing, or only off-line procgen when mapping in the Creation Kit, with the player loading those prefabricated saved maps cells from disk, just as usual, even for non-points-of-interest. We are also still to see how many square miles we are talking for any body, and how/whether things map to a sphere...
Even without space-to-surface transitions, I
could imagine it not being entirely out of the question there could be some low altitude, low velocity flight of
some kind... Even Skyrim had its very limited bit of clunky dragon riding... The takeoff cinematic in the presentation looked like the camera was at an altitude somewhere between the Prydwen in FO4, and the bit where the daedric lord Meridia bossed you around in Skyrim. It was facing pretty much downwards, and there may not be as much fog and cloud as there was in Skyrim, to mask how bad the land (EDIT: ...and horizon, or lack thereof...) looks from that height, but with better LODs, and fast loading, maybe you
could choose your landing spot from near ground...