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

The Fallout TV series has come back to streaming services, and it's fair to say that viewers were delightfully shocked by the excellence of its initial run. By portraying the atomic-age, post-apocalyptic United States through the eyes of three distinct characters, it succeeded in capturing various facets of the gamer's journey.

We followed vault-dweller Lucy, trying to do the right thing and learning that the ruined world made that very difficult; Max, the militant faction initiate, who starts challenging his faction's leadership and creates a lot of havoc in robotic power armour; and Walton Goggins's character, a fan-favorite figure who has long since lost any moral compass out in the irradiated wilderness.

Building Anticipation for Season Two

The debut season's finale disclosed crucial details about those responsible for the atomic conflict that condemned a society in bomb-proof bunkers for hundreds of years. It also posed several enigmas unanswered for the second season – and, this time, expectations are significantly higher.

“We’ll take ‘not terrible’ – let’s get that on a poster,” remarks one of the series creators.

“Going into the first season, people were like, ‘Just don't mess it up’,” comments a key figure from the games. “We’re over the moon with the reception to the show, so this time people are coming in with more eagerness and new expectations.”

A New Vegas Vibe for Season Two

The second season is taking place in New Vegas, the backdrop of the 2010’s game Fallout: New Vegas, which is often praised for having the most compelling narratives and personalities in the series, even if it was somewhat buggy at launch.

“It has a desert vibe, a Mojave vibe, that’s so integral to that game,” explains the co-creator. “That dusty, blasted-out Route 66 feeling of the game is so much fun to incorporate 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. Nevertheless, the creators suggest that it acknowledges the player’s journey.

Crafting a Tangible World

The Fallout TV series is notable for its tangible quality – its makers insisted on physical models and sets were built, reflecting the makeshift nature of the towns in the games.

“Being a genre enthusiast, so many productions I watch, I’m aware that they’re all filmed against a green screen,” says co-creator Geneva Robertson-Dworet. “The primary goal of an translation, especially of a video game, is to appear as if it’s real.”

Indeed, almost each creature you see on-screen is real, including the legendarily scary radioactive creatures known as Deathclaws. In the show, they are portrayed by puppets, and were reportedly pretty frightening up close.

Made by Fans, for Fans

The Fallout series resonates because it is crafted by accomplished storytellers who are also passionate gamers, in collaboration with the original creators behind the source material. This shared passion for the world is clear in the final product.

The second season is being released on a episode-by-episode basis rather than as a binge-able batch, marking a change from the first season. This schedule will foster a different audience reaction, a dynamic the team themselves are excited to engage with.

“It delves deeper, it’s larger in scale, it’s funnier, it has a lot of revelations,” says the game director. “I am excited to seeing what people think.”

Brittney Juarez
Brittney Juarez

A software developer and gaming enthusiast passionate about exploring new technologies and sharing practical insights.