Inside the Fallout Universe, Gaming’s Most Astonishing Television Success
The post-apocalyptic TV series has come back to its platform, and it's safe to say that viewers were agreeably astonished by the excellence of its debut season. By illustrating the retro-futuristic, post-apocalyptic United States through the lenses of three distinct characters, it effectively portrayed multiple facets of the gamer's journey.
There was Lucy the vault dweller, striving to uphold her morals and learning that the barren landscape made that exceptionally challenging; Brotherhood initiate Max, the Brotherhood of Steel initiate, who starts challenging his organization's leadership and unleashes plenty of trouble in powered exoskeleton; and the Ghoul, a breakout character who has completely shed any sense of morality out in the radioactive wastes.
Building Anticipation for Season Two
The debut season's finale disclosed a major secret about those responsible for the nuclear war that condemned a society in underground vaults for hundreds of years. It also left plenty of questions open for the next installment – and, now, anticipations are much greater.
“We'd gladly accept ‘not terrible’ – let’s get that on a poster,” remarks Jonah Nolan.
“Starting the initial season, everyone’s like, ‘Just get it right’,” comments Todd Howard. “We’re over the moon with the feedback to the show, so now people are arriving with more excitement and new expectations.”
The Mojave Beckons for Season Two
The upcoming season is located in New Vegas, the backdrop of the 2010’s game Fallout: New Vegas, which is frequently celebrated for having the sharpest dialogue and characters in the series, despite the fact that it was somewhat buggy at launch.
“It’s more of a desert vibe, a Southwestern essence, that’s so essential to that game,” notes Nolan. “That dusty, desolate Route 66 feeling of the game is so much fun to bring 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 arrive there. Yet, the creators hint that it does reference the fan's adventure.
Crafting a Tangible World
The Fallout TV series is praised for its physical authenticity – its makers ensured physical models and environments were constructed, mirroring the improvised nature of the towns in the games.
“Being a genre enthusiast, so many series I watch, I’m aware that they’re all standing in front of a blue screen,” observes co-creator Geneva Robertson-Dworet. “The whole point of an adaptation, especially of a interactive medium, is to appear as if it’s tangible.”
In fact, pretty much each creature you see on-screen is real, even the notoriously frightening irradiated monsters known as Deathclaws. In the show, they are created using animatronics, and were by all accounts rather intimidating up close.
Made by Fans, for Fans
The Fallout series works because it is made by talented film-makers who are also longtime fans, with the help of the original creators behind the video games. This common understanding for the world is apparent in the finished show.
The second season is being released on a weekly basis rather than as a binge-able batch, marking a change from the first season. This schedule will foster a altered viewing experience, a dynamic the team themselves are eager to observe.
“It delves deeper, it’s more expansive, it’s wittier, it has a lot of surprises,” teases Howard. “I am excited to seeing what people think.”