The Fallout TV series has made a triumphant return to its platform, and it's fair to say that audiences were agreeably astonished by the quality of its first season. By portraying the retro-futuristic, post-apocalyptic United States through the lenses of three distinct characters, it effectively portrayed multiple facets of the gamer's adventure.
There was vault-dweller Lucy, trying to uphold her morals and discovering that the barren landscape made that incredibly hard; Max, the Brotherhood of Steel new recruit, who begins to question his organization's authority and unleashes plenty of trouble in robotic power armour; and the Ghoul, a breakout character who has entirely abandoned any ethical bearings out in the irradiated badlands.
The show's first season ending revealed crucial details about the culprits behind the atomic conflict that condemned a group of people in subterranean shelters for hundreds of years. It also posed numerous mysteries open for the next installment – and, on this occasion, expectations are much greater.
“We’ll take ‘pretty good’ – let’s get that on a poster,” remarks Jonah Nolan.
“Starting the initial season, everyone’s like, ‘Just get it right’,” states the game director. “We are thrilled with the feedback to the show, so now people are arriving with more eagerness and different expectations.”
The second season is taking place in New Vegas, the backdrop of the beloved game Fallout: New Vegas, which is often praised for having the sharpest dialogue and personalities in the franchise, despite the fact that it was a bit broken at launch.
“It embodies a desert vibe, a Mojave vibe, that’s so key to that game,” says Nolan. “That dusty, desolate Route 66 feeling of the game is so much rewarding to translate into the show.”
In the show's timeline, a considerable period has passed since the events of the New Vegas game by the time the protagonists arrive there. Nevertheless, the creators suggest that it does reference the gamer's experience.
The Fallout TV series is praised for its tangible quality – its production team prioritized real props and environments were fabricated, echoing the improvised nature of the settlements in the games.
“Being a genre enthusiast, so many shows I watch, I’m conscious that they’re all filmed against a digital backdrop,” comments another of the showrunners. “The whole point of an translation, particularly of a interactive medium, is to seem like it’s real.”
Indeed, pretty much each creature you see on-screen is physical, including the notoriously frightening radioactive creatures known as Deathclaws. In the show, they are portrayed by practical effects, and were by all accounts rather intimidating up close.
The Fallout series succeeds because it is made by accomplished storytellers who are also passionate gamers, in collaboration with the visionaries behind the video games. This common understanding for the lore is apparent in the final product.
The new batch of episodes is being released on a episode-by-episode basis rather than as a full-season drop, marking a change from the initial release. This schedule will allow for a new viewing experience, a dynamic the team themselves are looking forward to witness.
“It has more depth, it’s bigger, it’s more humorous, it has a lot of twists,” promises Howard. “I can't wait to seeing what people think.”
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