The Fallout TV series has made a triumphant return to streaming services, and it's fair to say that audiences were agreeably astonished by the caliber of its first season. By illustrating the retro-futuristic, nuclear-ravaged United States through the perspectives of three different characters, it succeeded in capturing different facets of the gamer's experience.
We followed vault-dweller Lucy, striving to uphold her morals and discovering that the barren landscape made that exceptionally challenging; Brotherhood initiate Max, the militant faction initiate, who starts challenging his cult's leadership and unleashes a lot of havoc in mechanized battle suit; and the Ghoul, a fan-favorite figure who has entirely abandoned any moral compass out in the irradiated wilderness.
The show's first season finale disclosed crucial details about those responsible for the global annihilation that condemned a population in underground vaults for hundreds of years. It also posed several enigmas open for the upcoming chapter – and, on this occasion, hopes are significantly higher.
“We’ll take ‘pretty good’ – let’s get that on a poster,” remarks the show's co-creator.
“Going into the first season, everyone’s like, ‘Just get it right’,” comments the game director. “We’re over the moon with the reception to the show, so this time people are coming in with more enthusiasm and altered expectations.”
The second season is set in the neon-lit city, the setting of the 2010’s game Fallout: New Vegas, which is often praised for having the sharpest dialogue and characters in the franchise, despite the fact that it was somewhat buggy at launch.
“It has a sun-baked feel, a Mojave vibe, that’s so key to that game,” explains Nolan. “That dusty, desolate Route 66 aesthetic of the game is so much enjoyable to incorporate into the show.”
In the series narrative, a long time has passed since the story of the New Vegas game by the time the characters make their way there. However, the creators hint that it does reference the player’s journey.
The Fallout TV series is notable for its tactile feel – its creators insisted on physical models and environments were fabricated, echoing the makeshift nature of the settlements in the games.
“As a sci-fi fan, so many shows I watch, I’m aware that they’re all standing in front of a green screen,” comments co-creator Geneva Robertson-Dworet. “The whole point of an adaptation, especially of a interactive medium, is to feel like it’s real.”
In fact, pretty much every element you see on-screen is real, even the infamously terrifying mutated beasts known as the apex predators. In the show, they are portrayed by puppets, and were by all accounts pretty frightening up close.
The Fallout series works because it is developed by skilled directors who are also passionate gamers, in collaboration with the game developers behind the franchise. This mutual respect for the world is apparent in the finished show.
The second season is debuting on a episode-by-episode basis rather than as a all-at-once release, marking a change from the initial release. This format will create a different weekly discussion, something the creators themselves are eager to witness.
“It delves deeper, it’s more expansive, it’s wittier, it has a lot of surprises,” says the game director. “I am excited to seeing what people think.”