Behind the Scenes of Fallout, Gaming’s Most Astonishing Television Success

The post-apocalyptic TV series is back to Prime Video, and it's accurate to state that viewers were delightfully shocked by the quality of its debut season. By depicting the retro-futuristic, post-apocalyptic United States through the eyes of three separate characters, it succeeded in capturing multiple facets of the player's journey.

We followed Lucy the vault dweller, striving to act with integrity and learning that the ruined world made that very difficult; Max, the Brotherhood of Steel rookie, who starts doubting his faction's authority and creates plenty of trouble in mechanized battle suit; and Walton Goggins's character, a fan-favorite figure who has entirely abandoned any moral compass out in the radioactive wastes.

Setting the Stage for Season Two

The debut season's finale disclosed key information about the culprits behind the nuclear war that trapped a society in underground vaults for hundreds of years. It also posed numerous mysteries unresolved for the second season – and, on this occasion, anticipations are significantly higher.

“We’ll take ‘not terrible’ – let’s get that on a poster,” says one of the series creators.

“Going into the first season, people were like, ‘Just don't mess it up’,” states the game director. “We’re over the moon with the reception to the show, so this time people are arriving with more eagerness and different expectations.”

The Mojave Beckons for Season Two

The new season is set in the neon-lit city, the backdrop of the beloved game Fallout: New Vegas, which is widely regarded for having the sharpest dialogue and personalities in the franchise, even if it was a bit broken at launch.

“It’s more of a desert vibe, a Mojave vibe, that’s so key 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 considerable period has elapsed since the story of the New Vegas game by the time the characters arrive there. Yet, the creators hint that it does reference the player’s journey.

Crafting a Tangible World

The Fallout TV series is notable for its physical authenticity – its creators prioritized authentic items and environments were fabricated, echoing the makeshift nature of the towns in the games.

“As a sci-fi fan, so many shows I watch, I’m conscious that they’re all standing in front of a blue screen,” comments another of the showrunners. “The primary goal of an translation, particularly of a video game, is to appear as if it’s real.”

In fact, virtually every element you see on-screen is real, even the notoriously frightening mutated beasts known as Deathclaws. In the show, they are portrayed by puppets, and were apparently quite terrifying up close.

Made by Fans, for Fans

The Fallout series works because it is made by skilled directors who are also longtime fans, in collaboration with the visionaries behind the video games. This mutual respect for the universe is evident in the finished show.

The new batch of episodes is launching on a episode-by-episode basis rather than as a full-season drop, marking a change from the initial release. This approach will foster a altered viewing experience, a dynamic the showrunners themselves are looking forward to witness.

“It's richer, it’s bigger, it’s wittier, it has a lot of surprises,” teases the game director. “I can't wait to seeing what people think.”

Hannah Stewart
Hannah Stewart

Elara is a skateboarding enthusiast and writer, sharing insights on retro skate culture and gear.