Exploring the Fallout Universe, the Gaming World’s Most Surprising Television Success
The post-apocalyptic TV series is back to Prime Video, and it's fair to say that fans were agreeably astonished by the excellence of its first season. By illustrating the retro-futuristic, post-apocalyptic United States through the perspectives of three separate characters, it managed to capture multiple facets of the gamer's experience.
We followed vault-dweller Lucy, attempting to act with integrity and learning that the barren landscape made that very difficult; Brotherhood initiate Max, the Brotherhood of Steel rookie, who starts doubting his faction's authority and creates a lot of havoc in powered exoskeleton; and Walton Goggins's character, a breakout character who has entirely abandoned any moral compass out in the contaminated wilderness.
Setting the Stage for Season Two
The debut season's conclusion revealed key information about those responsible for the nuclear war that condemned a society in underground vaults for an extended period. It also posed several enigmas unresolved for the upcoming chapter – and, now, hopes are significantly higher.
“We'd gladly accept ‘pretty good’ – we should print that on merchandise,” says one of the series creators.
“Starting the first season, everyone’s like, ‘Just don't mess it up’,” comments a key figure from the games. “We are ecstatic with the reception to the show, so now people are bringing more enthusiasm and new expectations.”
The Mojave Beckons for Season Two
The second season is located in the neon-lit city, the location of the beloved game Fallout: New Vegas, which is widely regarded for having the sharpest dialogue and personalities in the franchise, even if it was a bit broken at launch.
“It embodies a sun-baked feel, a Southwestern essence, that’s so essential to that game,” explains the co-creator. “That dusty, blasted-out Route 66 vibe of the game is so much enjoyable to bring into the show.”
In the series narrative, a considerable period has elapsed since the events of the New Vegas game by the time the protagonists arrive there. Nevertheless, the creators suggest that it acknowledges the fan's adventure.
Crafting a Tangible World
The Fallout TV series is notable for its physical authenticity – its makers ensured physical models and sets were constructed, mirroring the improvised nature of the outposts in the games.
“Being a genre enthusiast, so many productions I watch, I’m aware that they’re all filmed against a digital backdrop,” observes co-creator Geneva Robertson-Dworet. “The whole point of an translation, particularly of a interactive medium, is to feel like it’s real.”
Indeed, almost every element you see on-screen is physical, even the legendarily scary radioactive creatures known as Deathclaws. In the show, they are portrayed by puppets, and were reportedly rather intimidating up close.
Made by Fans, for Fans
The Fallout series resonates because it is made by talented film-makers who are also longtime fans, with the help of the game developers behind the source material. This mutual respect for the universe is clear in the end result.
The second season is debuting on a episode-by-episode basis rather than as a all-at-once release, representing a shift from the first season. This format will allow for a different audience reaction, something the creators themselves are looking forward to witness.
“It's richer, it’s larger in scale, it’s more humorous, it has a lot of revelations,” teases Howard. “I am excited to seeing what people think.”