Behind the Scenes of the Fallout Universe, Gaming’s Most Unexpected TV Hit
The Fallout TV series has made a triumphant return to its platform, and it's accurate to state that viewers were pleasantly surprised by the caliber of its initial run. By depicting the atomic-age, nuclear-ravaged United States through the eyes of three distinct characters, it effectively portrayed various facets of the gamer's adventure.
There was vault-dweller Lucy, trying to uphold her morals and learning that the ruined world made that very difficult; Max, the militant faction rookie, who starts challenging his faction's leadership and unleashes significant chaos in powered exoskeleton; and Walton Goggins's character, a standout performance who has completely shed any sense of morality out in the radioactive badlands.
Setting the Stage for a New Chapter
The debut season's finale revealed a major secret about who helped cause the nuclear war that sealed a group of people in bomb-proof bunkers for hundreds of years. It also posed numerous mysteries open for the second season – and, on this occasion, expectations are considerably elevated.
“We’ll take ‘pretty good’ – let’s get that on a poster,” quips the show's co-creator.
“Heading into the initial season, everyone’s like, ‘Just get it right’,” comments Todd Howard. “We are thrilled with the reception to the show, so now people are arriving with more excitement and altered expectations.”
A New Vegas Vibe for the Next Installment
The new season is located in the neon-lit city, the backdrop of the 2010’s game Fallout: New Vegas, which is widely regarded for having the best writing and personalities in the series, despite the fact that it was technically flawed at launch.
“It embodies a desert vibe, a Mojave vibe, that’s so integral to that game,” says Nolan. “That parched, desolate Route 66 aesthetic of the game is so much rewarding 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 characters arrive there. Nevertheless, the creators indicate that it does reference the player’s journey.
Crafting a Tangible World
The Fallout TV series is praised for its physical authenticity – its creators prioritized physical models and environments were constructed, echoing the makeshift nature of the outposts in the games.
“Being a genre enthusiast, so many productions I watch, I’m conscious that they’re all standing in front of a green screen,” says another of the showrunners. “The primary goal of an translation, especially of a interactive medium, is to feel like it’s tangible.”
In fact, virtually every element you see on-screen is physical, even the infamously terrifying radioactive creatures known as Deathclaws. In the show, they are portrayed by practical effects, and were apparently rather intimidating up close.
Made by Fans, for Fans
The Fallout series succeeds because it is made by skilled directors who are also longtime fans, alongside the game developers behind the franchise. This common understanding for the world is evident in the end result.
The new batch of episodes is being released on a weekly basis rather than as a binge-able batch, offering a different experience from the previous season. This approach will allow for a different weekly discussion, something the showrunners themselves are excited to witness.
“It's richer, it’s larger in scale, it’s wittier, it has a lot of surprises,” teases Howard. “I can't wait to seeing what people think.”