Inside Fallout, Gaming’s Most Surprising Small Screen Triumph

The post-apocalyptic TV show has come back to streaming services, and it's fair to say that audiences were pleasantly surprised by the excellence of its debut season. By illustrating the atomic-age, nuclear-ravaged United States through the eyes of three different characters, it succeeded in capturing different facets of the player's experience.

There was Lucy the vault dweller, trying to act with integrity and finding that the barren landscape made that exceptionally challenging; Brotherhood initiate Max, the Brotherhood of Steel rookie, who starts doubting his faction's authority and causes significant chaos in robotic power armour; and Walton Goggins's character, a breakout character who has long since lost any ethical bearings out in the irradiated badlands.

Setting the Stage for Season Two

The show's first season ending disclosed key information about who helped cause the nuclear war that sealed a population in underground vaults for hundreds of years. It also posed several enigmas open for the second season – and, on this occasion, anticipations are considerably elevated.

“We'd gladly accept ‘not terrible’ – let’s get that on a poster,” remarks one of the series creators.

“Starting the initial season, people were 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 arriving with more enthusiasm and new expectations.”

The Mojave Beckons for Season Two

The upcoming season is set in the neon-lit city, the location of the beloved game Fallout: New Vegas, which is widely regarded for having the sharpest dialogue and cast in the series, even if it was somewhat buggy at launch.

“It embodies a desert vibe, a Mojave vibe, that’s so key to that game,” says the co-creator. “That parched, desolate iconic highway aesthetic of the game is so much rewarding to incorporate into the show.”

In the show's timeline, a significant amount of time has passed since the events of the New Vegas game by the time the protagonists make their way there. Nevertheless, the creators suggest that it does reference the gamer's experience.

Crafting a Tangible World

The Fallout TV series is distinguished by its tactile feel – its makers prioritized physical models and locations were built, echoing the cobbled-together nature of the outposts in the games.

“Being a genre enthusiast, so many series I watch, I’m conscious that they’re all filmed against a green screen,” observes co-creator Geneva Robertson-Dworet. “The primary goal of an adaptation, particularly of a interactive medium, is to seem like it’s real.”

In fact, virtually every element you see on-screen is physical, even the notoriously frightening radioactive creatures known as the apex predators. In the show, they are created using animatronics, and were by all accounts pretty frightening up close.

A Labor of Love

The Fallout series works because it is made by talented film-makers who are also passionate gamers, alongside the game developers behind the video games. This mutual respect for the lore is apparent in the end result.

The new batch of episodes is launching on a episode-by-episode basis rather than as a all-at-once release, representing a shift from the previous season. This format will foster a different audience reaction, something the showrunners themselves are eager to witness.

“It delves deeper, it’s more expansive, it’s wittier, it has a lot of twists,” says Howard. “I’m looking forward to seeing what people think.”

Amanda Beck
Amanda Beck

An urban explorer and travel writer passionate about uncovering hidden gems in cities worldwide, with a background in architecture and photography.