Inside Fallout, Gaming’s Most Unexpected Television Success
The Fallout TV series has come back to its platform, and it's fair to say that audiences were agreeably astonished by the excellence of its first season. By depicting the retro-futuristic, post-apocalyptic United States through the eyes of three different characters, it managed to capture different facets of the gamer's adventure.
There was vault-dweller Lucy, trying to act with integrity and discovering that the wasteland made that incredibly hard; Brotherhood initiate Max, the militant faction new recruit, who begins to question his cult's authority and causes a lot of havoc in powered exoskeleton; and Walton Goggins's character, a fan-favorite figure who has long since lost any moral compass out in the radioactive badlands.
Building Anticipation for the Second Season
The debut season's finale unveiled crucial details about who helped cause the nuclear war that sealed a population in bomb-proof bunkers for an extended period. It also posed numerous mysteries unresolved for the upcoming chapter – and, now, anticipations are significantly higher.
“We'd gladly accept ‘pretty good’ – let’s get that on a poster,” remarks Jonah Nolan.
“Going into the first season, everyone’s like, ‘Just get it right’,” adds a key figure from the games. “We’re over the moon with the feedback to the show, so now people are arriving with more excitement and altered expectations.”
A New Vegas Vibe for Season Two
The second season is located in New Vegas, the location of the 2010’s game Fallout: New Vegas, which is frequently celebrated for having the best writing and cast in the franchise, despite the fact that it was somewhat buggy at launch.
“It embodies a desert vibe, a Mojave vibe, that’s so essential to that game,” says Nolan. “That parched, blasted-out iconic highway vibe of the game is so much rewarding to translate into the show.”
In the show's timeline, a considerable period has elapsed since the events of the New Vegas game by the time the characters make their way there. Yet, the creators suggest that it does reference the player’s journey.
Crafting a Tangible World
The Fallout TV series is praised for its tangible quality – its makers insisted on physical models and sets were built, echoing the cobbled-together nature of the settlements 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 another of the showrunners. “The whole point of an translation, especially of a video game, is to feel like it’s real.”
Actually, pretty much everything you see on-screen is physical, even the legendarily scary irradiated monsters known as the apex predators. In the show, they are brought to life with puppets, and were reportedly rather intimidating up close.
A Labor of Love
The Fallout series resonates because it is made by accomplished storytellers who are also dedicated players, in collaboration with the game developers behind the video games. This common understanding for the universe is evident in the final product.
The second season is launching on a episode-by-episode basis rather than as a binge-able batch, marking a change from the first season. This format will create a new viewing experience, a dynamic the creators themselves are looking forward to witness.
“It has more depth, it’s more expansive, it’s wittier, it has a lot of revelations,” says Howard. “I am excited to seeing what people think.”