Inside the Fallout Universe, Gaming’s Most Surprising Small Screen Triumph

The Fallout TV series has come back to its platform, and it's fair to say that audiences were agreeably astonished by the quality of its debut season. By illustrating the retro-futuristic, nuclear-ravaged United States through the perspectives of three separate characters, it managed to capture different facets of the gamer's adventure.

We followed vault-dweller Lucy, attempting to do the right thing and discovering that the barren landscape made that exceptionally challenging; Brotherhood initiate Max, the Brotherhood of Steel new recruit, who starts doubting his organization's dogma and causes plenty of trouble in robotic power armour; and the Ghoul, a fan-favorite figure who has long since lost any sense of morality out in the contaminated badlands.

Building Anticipation for Season Two

The debut season's ending unveiled key information about the culprits behind the atomic conflict that sealed a group of people in subterranean shelters for centuries. It also raised several enigmas unanswered for the next installment – and, on this occasion, anticipations are significantly higher.

“We’ll take ‘pretty good’ – let’s get that on a poster,” remarks Jonah Nolan.

“Starting the first season, everyone’s like, ‘Just get it right’,” comments a key figure from the games. “We’re over the moon with the reception to the show, so now people are coming in with more excitement and new expectations.”

The Mojave Beckons for the Next Installment

The new season is set in New Vegas, the setting of the 2010’s game Fallout: New Vegas, which is often praised for having the best writing and personalities in the series, even if it was somewhat buggy at launch.

“It embodies a sun-baked feel, a Southwestern essence, that’s so essential to that game,” says the co-creator. “That dusty, desolate iconic highway feeling of the game is so much rewarding to translate into the show.”

In the series narrative, a significant amount of time has passed since the story of the New Vegas game by the time the protagonists arrive there. However, the creators hint that it does reference the gamer's experience.

Crafting a Tangible World

The Fallout TV series is notable for its tangible quality – its makers insisted on real props and locations were fabricated, mirroring the improvised nature of the towns in the games.

“Being a genre enthusiast, so many series 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 translation, especially of a video game, is to feel like it’s authentic.”

In fact, pretty much each creature you see on-screen is physical, even the notoriously frightening irradiated monsters known as the apex predators. In the show, they are brought to life with puppets, and were by all accounts pretty frightening up close.

A Labor of Love

The Fallout series works because it is developed by talented film-makers who are also passionate gamers, with the help of the original creators behind the franchise. This mutual respect for the lore is apparent in the final product.

The second season is launching on a episode-by-episode basis rather than as a full-season drop, offering a different experience from the previous season. This schedule will create a altered viewing experience, a dynamic the creators themselves are excited to engage with.

“It delves deeper, it’s larger in scale, it’s funnier, it has a lot of surprises,” promises the game director. “I’m looking forward to seeing what people think.”

George Hanson
George Hanson

Lena is een ervaren onderwijsjournalist en studiekeuze-expert. Ze helpt scholieren met onafhankelijk advies.