The post-apocalyptic TV series has made a triumphant return to streaming services, and it's safe to say that fans were agreeably astonished by the caliber of its initial run. By depicting the retro-futuristic, post-apocalyptic United States through the eyes of three separate characters, it effectively portrayed different facets of the gamer's experience.
We followed vault-dweller Lucy, striving to uphold her morals and finding that the wasteland made that exceptionally challenging; Brotherhood initiate Max, the militant faction initiate, who starts challenging his cult's leadership and creates plenty of trouble in robotic power armour; and Walton Goggins's character, a standout performance who has completely shed any ethical bearings out in the contaminated badlands.
The show's first season finale unveiled key information about the culprits behind the atomic conflict that condemned a society in underground vaults for centuries. It also posed plenty of questions unresolved for the second season – and, this time, expectations are much greater.
“We'd gladly accept ‘pretty good’ – we should print that on merchandise,” remarks one of the series creators.
“Heading 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 response to the show, so now people are bringing more eagerness and different expectations.”
The upcoming season is set in the neon-lit city, the location of the 2010’s game Fallout: New Vegas, which is frequently celebrated for having the sharpest dialogue and cast in the series, even if it was technically flawed at launch.
“It’s more of a desert vibe, a Southwestern essence, that’s so key to that game,” notes the co-creator. “That dusty, desolate Route 66 aesthetic of the game is so much rewarding to translate into the show.”
In the series narrative, a considerable period has elapsed since the story of the New Vegas game by the time the characters arrive there. Nevertheless, the creators suggest that it acknowledges the gamer's experience.
The Fallout TV series is notable for its tactile feel – its makers prioritized real props and sets were fabricated, reflecting the improvised nature of the outposts in the games.
“Being a genre enthusiast, so many series I watch, I’m aware that they’re all filmed against a green screen,” comments co-creator Geneva Robertson-Dworet. “The primary goal of an translation, especially of a interactive medium, is to feel like it’s tangible.”
In fact, almost every element you see on-screen is physical, even the notoriously frightening mutated beasts known as Deathclaws. In the show, they are portrayed by practical effects, and were reportedly pretty frightening up close.
The Fallout series works because it is developed by accomplished storytellers who are also dedicated players, with the help of the game developers behind the franchise. This shared passion for the world is clear in the final product.
The second season is launching on a weekly basis rather than as a all-at-once release, offering a different experience from the previous season. This format will create a new weekly discussion, a dynamic the creators themselves are looking forward to engage with.
“It's richer, it’s bigger, it’s funnier, it has a lot of revelations,” says Howard. “I’m looking forward to seeing what people think.”