Inside Fallout, Gaming’s Most Surprising TV Hit
The post-apocalyptic TV series has made a triumphant return to its platform, and it's fair to say that fans were pleasantly surprised by the quality of its initial run. By portraying the retro-futuristic, nuclear-ravaged United States through the lenses of three distinct characters, it managed to capture various facets of the player's journey.
We followed Lucy the vault dweller, striving to do the right thing and discovering that the wasteland made that exceptionally challenging; Max, the Brotherhood of Steel new recruit, who starts challenging his faction's dogma and unleashes significant chaos in robotic power armour; and Walton Goggins's character, a standout performance who has completely shed any ethical bearings out in the contaminated wilderness.
Setting the Stage for the Second Season
The debut season's finale unveiled key information about the culprits behind the global annihilation that trapped a society in underground vaults for an extended period. It also posed plenty of questions unresolved for the second season – and, on this occasion, anticipations are much greater.
“We’ll take ‘pretty good’ – let’s get that on a poster,” quips Jonah Nolan.
“Going into the first season, people were like, ‘Just get it right’,” states the game director. “We are ecstatic with the response to the show, so now people are arriving with more excitement and different expectations.”
A New Vegas Vibe for the Next Installment
The second season is set in the neon-lit city, the location of the beloved game Fallout: New Vegas, which is often praised for having the sharpest dialogue and characters in the series, even if it was technically flawed at launch.
“It’s more of a arid atmosphere, a Mojave vibe, that’s so integral to that game,” notes Nolan. “That parched, blasted-out iconic highway feeling of the game is so much fun to bring into the show.”
In the series narrative, a long time has passed since the events of the New Vegas game by the time the protagonists arrive there. Yet, the creators suggest that it will honor the gamer's experience.
Crafting a Tangible World
The Fallout TV series is praised for its tactile feel – its creators ensured real props and locations were constructed, reflecting the makeshift nature of the outposts in the games.
“Being a genre enthusiast, so many shows I watch, I’m conscious that they’re all standing in front of a green screen,” observes co-creator Geneva Robertson-Dworet. “The whole point of an translation, particularly of a interactive medium, is to seem like it’s authentic.”
In fact, pretty much every element you see on-screen is real, even the legendarily scary irradiated monsters known as the apex predators. In the show, they are portrayed by animatronics, and were reportedly rather intimidating up close.
A Labor of Love
The Fallout series succeeds because it is made by skilled directors who are also longtime fans, in collaboration with the visionaries behind the franchise. This mutual respect for the universe is evident in the finished show.
The second season is debuting on a episode-by-episode basis rather than as a binge-able batch, marking a change from the previous season. This approach will foster a new audience reaction, a dynamic the showrunners themselves are eager to observe.
“It delves deeper, it’s bigger, it’s funnier, it has a lot of surprises,” teases the game director. “I can't wait to seeing what people think.”