The post-apocalyptic TV show has come back to its platform, and it's fair to say that viewers were agreeably astonished by the caliber of its debut season. By illustrating the atomic-age, post-apocalyptic United States through the lenses of three distinct characters, it effectively portrayed multiple facets of the gamer's adventure.
There was Lucy the vault dweller, trying to uphold her morals and discovering that the wasteland made that exceptionally challenging; Max, the militant faction new recruit, who starts challenging his faction's dogma and causes a lot of havoc in robotic power armour; and the Ghoul, a fan-favorite figure who has entirely abandoned any moral compass out in the irradiated badlands.
The debut season's ending disclosed crucial details about those responsible for the atomic conflict that condemned a society in bomb-proof bunkers for centuries. It also posed several enigmas unanswered for the second season – and, this time, expectations are much greater.
“We’ll take ‘not terrible’ – we should print that on merchandise,” remarks one of the series creators.
“Heading into the first season, everyone’s like, ‘Just don't mess it up’,” states a key figure from the games. “We’re over the moon with the reception to the show, so this time people are bringing more enthusiasm and altered expectations.”
The new season is taking place in the neon-lit city, the location 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 technically flawed at launch.
“It has a desert vibe, a Southwestern essence, that’s so essential to that game,” explains Nolan. “That parched, blasted-out Route 66 vibe of the game is so much rewarding to incorporate 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 indicate that it acknowledges the fan's adventure.
The Fallout TV series is notable for its physical authenticity – its makers ensured physical models and locations were fabricated, mirroring the cobbled-together nature of the settlements in the games.
“As a sci-fi fan, so many productions I watch, I’m aware that they’re all standing in front of a digital backdrop,” observes co-creator Geneva Robertson-Dworet. “The key objective of an translation, particularly of a interactive medium, is to appear as if it’s real.”
Indeed, almost every element you see on-screen is real, including the infamously terrifying irradiated monsters known as Deathclaws. In the show, they are created using animatronics, and were apparently rather intimidating up close.
The Fallout series works because it is crafted by talented film-makers who are also passionate gamers, alongside the game developers behind the video games. This common understanding for the world is apparent in the final product.
The second season is debuting on a weekly basis rather than as a full-season drop, marking a change from the first season. This format will create a altered viewing experience, something the team themselves are looking forward to observe.
“It's richer, it’s larger in scale, it’s funnier, it has a lot of twists,” says the game director. “I can't wait to seeing what people think.”
Elara Vance is a tech journalist with over a decade of experience covering emerging technologies and consumer electronics.