Inside the Fallout Universe, Gaming’s Most Astonishing Small Screen Triumph
The Fallout TV series is back to its platform, and it's fair to say that fans were delightfully shocked by the quality of its first season. By portraying the retro-futuristic, post-apocalyptic United States through the lenses of three different characters, it managed to capture various facets of the gamer's experience.
We followed vault-dweller Lucy, attempting to uphold her morals and discovering that the ruined world made that very difficult; Max, the militant faction new recruit, who begins to question his organization's dogma and creates plenty of trouble in robotic power armour; and Walton Goggins's character, a standout performance who has entirely abandoned any sense of morality out in the irradiated wilderness.
Building Anticipation for Season Two
The debut season's ending revealed key information about the culprits behind the global annihilation that sealed a society in subterranean shelters for hundreds of years. It also raised plenty of questions open for the next installment – and, this time, hopes are significantly higher.
“We’ll take ‘pretty good’ – we should print that on merchandise,” remarks Jonah Nolan.
“Going into the initial season, people were like, ‘Just don't mess it up’,” comments a key figure from the games. “We are ecstatic with the feedback to the show, so now people are arriving with more eagerness and altered expectations.”
The Mojave Beckons for Season Two
The second season is set in New Vegas, the backdrop of the beloved game Fallout: New Vegas, which is frequently celebrated for having the best writing and personalities in the franchise, despite the fact that it was a bit broken at launch.
“It’s more of a arid atmosphere, a Southwestern essence, that’s so essential to that game,” explains the co-creator. “That dusty, blasted-out Route 66 feeling of the game is so much fun to bring into the show.”
In the series narrative, a long time has elapsed since the events of the New Vegas game by the time the characters make their way there. Yet, the creators indicate that it acknowledges the fan's adventure.
Crafting a Tangible World
The Fallout TV series is praised for its tangible quality – its production team ensured physical models and sets were built, reflecting the cobbled-together nature of the outposts in the games.
“As a sci-fi fan, so many productions I watch, I’m aware that they’re all filmed against a green screen,” observes co-creator Geneva Robertson-Dworet. “The primary goal of an translation, particularly of a video game, is to seem like it’s tangible.”
Indeed, pretty much every element you see on-screen is real, even the infamously terrifying radioactive creatures known as the apex predators. In the show, they are portrayed by animatronics, and were apparently quite terrifying up close.
A Labor of Love
The Fallout series succeeds because it is made by talented film-makers who are also dedicated players, alongside the visionaries behind the franchise. This shared passion for the lore is clear in the finished show.
The second season is launching on a episode-by-episode basis rather than as a full-season drop, representing a shift from the first season. This schedule will allow for a new audience reaction, something the creators themselves are eager to observe.
“It delves deeper, it’s bigger, it’s more humorous, it has a lot of twists,” teases the game director. “I’m looking forward to seeing what people think.”