Inside Fallout, the Gaming World’s Most Unexpected TV Hit
The post-apocalyptic TV series is back to its platform, and it's safe to say that audiences were delightfully shocked by the excellence of its debut season. By depicting the atomic-age, post-apocalyptic United States through the perspectives of three distinct characters, it succeeded in capturing different facets of the player's adventure.
There was Lucy the vault dweller, attempting to uphold her morals and learning that the ruined world made that very difficult; Brotherhood initiate Max, the Brotherhood of Steel new recruit, who begins to question his cult's leadership and unleashes plenty of trouble in robotic power armour; and Walton Goggins's character, a standout performance who has long since lost any sense of morality out in the irradiated wilderness.
Building Anticipation for Season Two
The debut season's conclusion unveiled crucial details about the culprits behind the atomic conflict that trapped a population in underground vaults for an extended period. It also raised several enigmas unresolved for the upcoming chapter – and, this time, hopes are much greater.
“We’ll take ‘pretty good’ – let’s get that on a poster,” quips one of the series creators.
“Heading into the initial season, everyone’s like, ‘Just don't mess it up’,” states the game director. “We’re over the moon with the feedback to the show, so this time people are coming in with more eagerness and different expectations.”
The Mojave Beckons for the Next Installment
The second season is set in New Vegas, the location of the beloved game Fallout: New Vegas, which is widely regarded for having the best writing and cast in the series, even if it was technically flawed at launch.
“It’s more of a desert vibe, a Southwestern essence, that’s so key to that game,” notes Nolan. “That parched, desolate Route 66 vibe of the game is so much rewarding to bring into the show.”
In the show's timeline, a significant amount of time has passed since the story of the New Vegas game by the time the characters make their way there. However, the creators hint that it will honor the fan's adventure.
Crafting a Tangible World
The Fallout TV series is praised for its tangible quality – its makers insisted on authentic items and environments were built, mirroring the cobbled-together nature of the settlements in the games.
“Being a genre enthusiast, so many productions I watch, I’m aware that they’re all standing in front of a green screen,” observes co-creator Geneva Robertson-Dworet. “The primary goal of an adaptation, especially of a interactive medium, is to appear as if it’s real.”
Indeed, pretty much every element you see on-screen is real, even the infamously terrifying mutated beasts known as Deathclaws. In the show, they are created using animatronics, and were reportedly rather intimidating up close.
Made by Fans, for Fans
The Fallout series resonates because it is made by accomplished storytellers who are also longtime fans, with the help of the game developers behind the source material. This mutual respect for the lore is apparent in the final product.
The second season is being released on a weekly basis rather than as a binge-able batch, offering a different experience from the initial release. This format will create a altered viewing experience, something the showrunners themselves are eager to engage with.
“It has more depth, it’s larger in scale, it’s funnier, it has a lot of surprises,” promises Howard. “I can't wait to seeing what people think.”