Inside the Fallout Universe, Gaming’s Most Unexpected Television Success
The Fallout TV series has come back to its platform, and it's safe to say that viewers were pleasantly surprised by the excellence of its initial run. By portraying the retro-futuristic, post-apocalyptic United States through the perspectives of three separate characters, it managed to capture multiple facets of the gamer's adventure.
There was Lucy the vault dweller, attempting to do the right thing and discovering that the wasteland made that incredibly hard; Brotherhood initiate Max, the militant faction new recruit, who begins to question his faction's dogma and creates plenty of trouble in mechanized battle suit; and Walton Goggins's character, a breakout character who has long since lost any moral compass out in the contaminated wastes.
Setting the Stage for Season Two
The debut season's ending unveiled crucial details about the culprits behind the atomic conflict that condemned a society in subterranean shelters for an extended period. It also raised several enigmas unresolved for the upcoming chapter – and, on this occasion, hopes are much greater.
“We’ll take ‘not terrible’ – let’s get that on a poster,” says the show's co-creator.
“Starting the initial season, everyone’s like, ‘Just don't mess it up’,” comments a key figure from the games. “We’re over the moon with the reception to the show, so now people are bringing more enthusiasm and new expectations.”
The Mojave Beckons for the Next Installment
The upcoming season is set in New Vegas, the setting of the beloved game Fallout: New Vegas, which is frequently celebrated for having the sharpest dialogue and cast in the franchise, even if it was technically flawed at launch.
“It embodies a sun-baked feel, a Mojave vibe, that’s so essential to that game,” says the co-creator. “That dusty, blasted-out iconic highway feeling of the game is so much rewarding to incorporate 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 make their way there. However, the creators indicate that it does reference the player’s journey.
Crafting a Tangible World
The Fallout TV series is notable for its physical authenticity – its production team ensured real props and environments were built, mirroring the cobbled-together nature of the towns in the games.
“Being a genre enthusiast, so many productions I watch, I’m conscious that they’re all filmed against a digital backdrop,” comments co-creator Geneva Robertson-Dworet. “The key objective of an translation, especially of a interactive medium, is to feel like it’s tangible.”
In fact, almost every element you see on-screen is real, including the infamously terrifying radioactive creatures known as the apex predators. In the show, they are portrayed by practical effects, and were by all accounts quite terrifying up close.
Made by Fans, for Fans
The Fallout series works because it is developed by accomplished storytellers who are also dedicated players, with the help of the original creators behind the source material. This common understanding for the world is evident in the final product.
The second season is launching on a weekly basis rather than as a full-season drop, marking a change from the previous season. This format will allow for a different viewing experience, a dynamic the team themselves are looking forward to engage with.
“It's richer, it’s more expansive, it’s more humorous, it has a lot of twists,” teases the game director. “I’m looking forward to seeing what people think.”