Behind the Scenes of the Fallout Universe, the Gaming World’s Most Surprising TV Hit

The Fallout TV show has come back to its platform, and it's fair to say that viewers were delightfully shocked by the excellence of its initial run. By depicting the atomic-age, nuclear-ravaged United States through the lenses of three separate characters, it managed to capture different facets of the player's journey.

There was Lucy the vault dweller, striving to uphold her morals and finding that the wasteland made that very difficult; Brotherhood initiate Max, the militant faction new recruit, who begins to question his faction's leadership and unleashes plenty of trouble in powered exoskeleton; and the Ghoul, a fan-favorite figure who has long since lost any ethical bearings out in the contaminated badlands.

Setting the Stage for Season Two

The debut season's ending disclosed key information about the culprits behind the atomic conflict that trapped a population in subterranean shelters for hundreds of years. It also left several enigmas open for the second season – and, this time, hopes are much greater.

“We'd gladly accept ‘pretty good’ – we should print that on merchandise,” says the show's co-creator.

“Going into the first season, everyone’s like, ‘Just don't mess it up’,” states the game director. “We are thrilled with the reception to the show, so this time people are coming in with more enthusiasm and altered expectations.”

The Mojave Beckons for Season Two

The second season is set in the neon-lit city, the location of the 2010’s game Fallout: New Vegas, which is widely regarded for having the sharpest dialogue and personalities in the series, despite the fact that it was somewhat buggy at launch.

“It embodies a sun-baked feel, a Mojave vibe, that’s so key to that game,” explains the co-creator. “That dusty, desolate Route 66 aesthetic of the game is so much rewarding to bring into the show.”

In the series narrative, a significant amount of time has passed since the events of the New Vegas game by the time the characters arrive there. Nevertheless, the creators hint that it acknowledges the player’s journey.

Crafting a Tangible World

The Fallout TV series is praised for its tangible quality – its makers insisted on real props and locations were built, reflecting 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 filmed against a blue screen,” observes another of the showrunners. “The primary goal of an translation, especially of a video game, is to appear as if it’s real.”

Actually, pretty much each creature you see on-screen is practical, including the infamously terrifying irradiated monsters known as the apex predators. In the show, they are brought to life with practical effects, and were by all accounts quite terrifying up close.

A Labor of Love

The Fallout series succeeds because it is made by skilled directors who are also passionate gamers, in collaboration with the original creators behind the video games. This common understanding for the world is apparent in the finished show.

The second season is launching on a episode-by-episode basis rather than as a all-at-once release, marking a change from the first season. This format will foster a different audience reaction, something the creators themselves are eager to observe.

“It delves deeper, it’s more expansive, it’s more humorous, it has a lot of revelations,” says the game director. “I’m looking forward to seeing what people think.”

Jason Jackson
Jason Jackson

A tech enthusiast and digital strategist with over a decade of experience in web development and content creation.