Exploring Fallout, the Gaming World’s Most Astonishing TV Hit
The post-apocalyptic TV show has made a triumphant return to its platform, and it's safe to say that fans were pleasantly surprised by the quality of its first season. By portraying the retro-futuristic, post-apocalyptic United States through the lenses of three distinct characters, it succeeded in capturing various facets of the player's journey.
There was Lucy the vault dweller, attempting to uphold her morals and learning that the barren landscape made that very difficult; Max, the Brotherhood of Steel new recruit, who starts doubting his faction's leadership and causes a lot of havoc in powered exoskeleton; and Walton Goggins's character, a breakout character who has long since lost any ethical bearings out in the irradiated wastes.
Building Anticipation for Season Two
The show's first season ending revealed key information about the culprits behind the atomic conflict that sealed a group of people in subterranean shelters for centuries. It also raised plenty of questions open for the upcoming chapter – and, this time, anticipations are much greater.
“We’ll take ‘pretty good’ – we should print that on merchandise,” says Jonah Nolan.
“Heading into the initial season, everyone’s like, ‘Just get it right’,” states the game director. “We are ecstatic with the feedback to the show, so this time people are arriving with more enthusiasm and new expectations.”
A New Vegas Vibe for the Next Installment
The second season is taking place in New Vegas, the backdrop of the beloved game Fallout: New Vegas, which is frequently celebrated for having the sharpest dialogue and personalities in the series, even if it was a bit broken at launch.
“It embodies a arid atmosphere, a Mojave vibe, that’s so integral to that game,” says the co-creator. “That parched, desolate iconic highway feeling of the game is so much enjoyable to translate into the show.”
In the show's timeline, a long time has elapsed since the story of the New Vegas game by the time the characters arrive there. Yet, the creators indicate that it does reference the player’s journey.
Crafting a Tangible World
The Fallout TV series is notable for its tactile feel – its makers insisted on physical models and locations were constructed, echoing the improvised nature of the outposts in the games.
“As a sci-fi fan, so many productions I watch, I’m conscious that they’re all standing in front of a digital backdrop,” observes co-creator Geneva Robertson-Dworet. “The whole point of an translation, especially of a interactive medium, is to appear as if it’s tangible.”
Indeed, virtually each creature you see on-screen is physical, even the infamously terrifying radioactive creatures known as the apex predators. In the show, they are created using animatronics, and were apparently rather intimidating up close.
A Labor of Love
The Fallout series succeeds because it is made by accomplished storytellers who are also passionate gamers, alongside the visionaries behind the source material. This shared passion for the world is apparent in the final product.
The second season is launching on a episode-by-episode basis rather than as a full-season drop, representing a shift from the first season. This format will foster a different audience reaction, something the team themselves are looking forward to engage with.
“It has more depth, it’s larger in scale, it’s funnier, it has a lot of revelations,” teases Howard. “I am excited to seeing what people think.”