Exploring Fallout, Gaming’s Most Surprising TV Hit

The post-apocalyptic TV series is back to its platform, and it's safe to say that fans were agreeably astonished by the excellence of its first season. By illustrating the atomic-age, nuclear-ravaged United States through the eyes of three distinct characters, it managed to capture various facets of the gamer's experience.

We followed Lucy the vault dweller, attempting to act with integrity and discovering that the ruined world made that exceptionally challenging; Brotherhood initiate Max, the Brotherhood of Steel rookie, who starts challenging his organization's dogma and causes significant chaos in robotic power armour; and the Ghoul, a fan-favorite figure who has completely shed any ethical bearings out in the irradiated badlands.

Setting the Stage for a New Chapter

The debut season's conclusion unveiled crucial details about those responsible for the atomic conflict that condemned a group of people in underground vaults for centuries. It also raised numerous mysteries open for the upcoming chapter – and, now, expectations are much greater.

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

“Heading into the initial season, people were like, ‘Just get it right’,” states the game director. “We’re over the moon with the reception to the show, so this time people are bringing more enthusiasm and new expectations.”

A New Vegas Vibe for Season Two

The second season is located in New Vegas, the location of the beloved game Fallout: New Vegas, which is frequently celebrated for having the best writing and characters in the franchise, despite the fact that it was technically flawed at launch.

“It’s more of a desert vibe, a Southwestern essence, that’s so integral to that game,” explains Nolan. “That parched, desolate iconic highway feeling of the game is so much fun to translate into the show.”

In the series narrative, a long time has elapsed since the story of the New Vegas game by the time the characters arrive there. Yet, the creators suggest that it does reference the gamer's experience.

Crafting a Tangible World

The Fallout TV series is notable for its tangible quality – its creators insisted on physical models and environments were fabricated, reflecting the cobbled-together nature of the towns in the games.

“Being a genre enthusiast, so many shows I watch, I’m conscious that they’re all standing in front of a green screen,” comments co-creator Geneva Robertson-Dworet. “The primary goal of an translation, particularly of a video game, is to seem like it’s authentic.”

In fact, almost each creature you see on-screen is real, even the legendarily scary mutated beasts known as Deathclaws. In the show, they are brought to life with practical effects, and were apparently quite terrifying up close.

A Labor of Love

The Fallout series succeeds because it is made by skilled directors who are also passionate gamers, alongside the game developers behind the source material. This common understanding for the lore is apparent in the final product.

The new batch of episodes is launching on a episode-by-episode basis rather than as a binge-able batch, offering a different experience from the first season. This approach will allow for a new viewing experience, something the showrunners themselves are looking forward to witness.

“It has more depth, it’s larger in scale, it’s more humorous, it has a lot of revelations,” says Howard. “I’m looking forward to seeing what people think.”

Heather Brown
Heather Brown

Eleanor is a children's play therapist and educator with 15 years of experience in fostering creativity through play.