Inside the Fallout Universe, Gaming’s Most Unexpected TV Hit

The Fallout TV show has come back to its platform, and it's safe to say that audiences were pleasantly surprised by the caliber of its initial run. By illustrating the atomic-age, nuclear-ravaged United States through the perspectives of three separate characters, it managed to capture various facets of the gamer's journey.

There was vault-dweller Lucy, trying to act with integrity and finding that the wasteland made that incredibly hard; Max, the Brotherhood of Steel rookie, who starts doubting his organization's leadership and creates significant chaos in mechanized battle suit; and Walton Goggins's character, a fan-favorite figure who has completely shed any ethical bearings out in the contaminated wastes.

Building Anticipation for a New Chapter

The debut season's conclusion disclosed a major secret about who helped cause the nuclear war that trapped a society in subterranean shelters for an extended period. It also left several enigmas open for the second season – and, now, expectations are considerably elevated.

“We’ll take ‘pretty good’ – let’s get that on a poster,” says one of the series creators.

“Starting the initial season, everyone’s like, ‘Just get it right’,” adds the game director. “We are ecstatic with the reception to the show, so this time people are bringing more excitement and altered expectations.”

A New Vegas Vibe for Season Two

The second season is located in New Vegas, the backdrop of the 2010’s game Fallout: New Vegas, which is often praised for having the best writing and cast in the series, even if it was somewhat buggy at launch.

“It’s more of a desert vibe, a Mojave vibe, that’s so integral to that game,” explains Nolan. “That dusty, blasted-out Route 66 feeling of the game is so much fun to bring into the show.”

In the series narrative, a significant amount of time has elapsed since the story of the New Vegas game by the time the characters arrive there. Yet, the creators hint that it acknowledges the player’s journey.

Crafting a Tangible World

The Fallout TV series is distinguished by its tangible quality – its creators insisted on real props and environments were built, echoing the improvised nature of the outposts in the games.

“As a sci-fi fan, so many shows I watch, I’m aware that they’re all standing in front of a blue screen,” observes co-creator Geneva Robertson-Dworet. “The primary goal of an adaptation, particularly of a interactive medium, is to appear as if it’s real.”

In fact, pretty much each creature you see on-screen is physical, including the legendarily scary irradiated monsters known as Deathclaws. In the show, they are brought to life with puppets, and were reportedly pretty frightening up close.

Made by Fans, for Fans

The Fallout series resonates because it is developed by skilled directors who are also passionate gamers, with the help of the game developers behind the franchise. This mutual respect for the universe is clear in the end result.

The new batch of episodes is launching on a episode-by-episode basis rather than as a full-season drop, representing a shift from the first season. This schedule will create a different weekly discussion, something the creators themselves are looking forward to witness.

“It has more depth, it’s more expansive, it’s funnier, it has a lot of twists,” teases the game director. “I can't wait to seeing what people think.”

Kelly May
Kelly May

Automotive enthusiast and certified mechanic with over a decade of experience in clutch systems and performance tuning.