Behind the Scenes of Fallout, the Gaming World’s Most Unexpected Small Screen Triumph
The Fallout TV series is back to its platform, and it's safe to say that audiences were delightfully shocked by the caliber of its debut season. By depicting the retro-futuristic, nuclear-ravaged United States through the eyes of three different characters, it managed to capture different facets of the gamer's experience.
There was Lucy the vault dweller, trying to uphold her morals and discovering that the ruined world made that very difficult; Brotherhood initiate Max, the Brotherhood of Steel new recruit, who starts challenging his cult's dogma and unleashes significant chaos in robotic power armour; and Walton Goggins's character, a fan-favorite figure who has entirely abandoned any sense of morality out in the radioactive wilderness.
Setting the Stage for Season Two
The show's first season conclusion unveiled key information about those responsible for the nuclear war that condemned a population in subterranean shelters for an extended period. It also left several enigmas unanswered for the next installment – and, this time, expectations are significantly higher.
“We'd gladly accept ‘not terrible’ – we should print that on merchandise,” quips Jonah Nolan.
“Going into the initial season, people were like, ‘Just get it right’,” comments a key figure from the games. “We are ecstatic with the reception to the show, so now people are coming in with more eagerness and new expectations.”
The Mojave Beckons for the Next Installment
The second season is taking place in New Vegas, the backdrop of the 2010’s game Fallout: New Vegas, which is widely regarded for having the sharpest dialogue and characters in the series, even if it was technically flawed at launch.
“It has a arid atmosphere, a Mojave vibe, that’s so integral to that game,” notes Nolan. “That parched, desolate Route 66 feeling of the game is so much rewarding to bring into the show.”
In the series narrative, a long time has elapsed since the events of the New Vegas game by the time the characters make their way there. Yet, the creators hint that it acknowledges the fan's adventure.
Crafting a Tangible World
The Fallout TV series is praised for its physical authenticity – its production team ensured real props and sets were constructed, reflecting the cobbled-together nature of the settlements in the games.
“Being a genre enthusiast, so many productions I watch, I’m conscious that they’re all filmed against a digital backdrop,” says co-creator Geneva Robertson-Dworet. “The key objective of an translation, especially of a video game, is to seem like it’s tangible.”
Indeed, almost everything you see on-screen is real, even the infamously terrifying irradiated monsters known as Deathclaws. In the show, they are portrayed by puppets, and were by all accounts rather intimidating up close.
A Labor of Love
The Fallout series succeeds because it is made by skilled directors who are also passionate gamers, with the help of the visionaries behind the source material. This mutual respect for the world is evident in the end result.
The second season is being released on a episode-by-episode basis rather than as a all-at-once release, marking a change from the previous season. This format will allow for a new weekly discussion, something the team themselves are eager to witness.
“It has more depth, it’s more expansive, it’s more humorous, it has a lot of surprises,” teases the game director. “I am excited to seeing what people think.”