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

The post-apocalyptic TV series is back to Prime Video, and it's safe to say that audiences were delightfully shocked by the excellence of its initial run. By portraying the atomic-age, nuclear-ravaged United States through the eyes of three distinct characters, it effectively portrayed different facets of the player's adventure.

There was Lucy the vault dweller, attempting to uphold her morals and learning that the ruined world made that incredibly hard; Brotherhood initiate Max, the militant faction new recruit, who starts challenging his faction's authority and unleashes plenty of trouble in powered exoskeleton; and Walton Goggins's character, a breakout character who has entirely abandoned any ethical bearings out in the contaminated wastes.

Building Anticipation for the Second Season

The debut season's conclusion unveiled key information about those responsible for the global annihilation that trapped a society in bomb-proof bunkers for centuries. It also left numerous mysteries unresolved for the next installment – and, on this occasion, expectations are significantly higher.

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

“Heading into the first season, everyone’s like, ‘Just get it right’,” states a key figure from the games. “We are ecstatic with the feedback to the show, so this time people are bringing more eagerness and altered expectations.”

The Mojave Beckons for the Next Installment

The second season is located in New Vegas, the backdrop of the 2010’s game Fallout: New Vegas, which is widely regarded for having the best writing and personalities in the franchise, despite the fact that it was somewhat buggy at launch.

“It embodies a sun-baked feel, a Mojave vibe, that’s so essential to that game,” says Nolan. “That dusty, desolate Route 66 aesthetic of the game is so much rewarding to bring 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 characters arrive there. Nevertheless, the creators suggest that it acknowledges the fan's adventure.

Crafting a Tangible World

The Fallout TV series is notable for its tangible quality – its production team insisted on real props and environments were built, reflecting the cobbled-together nature of the outposts 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 digital backdrop,” comments co-creator Geneva Robertson-Dworet. “The whole point of an translation, especially of a video game, is to appear as if it’s real.”

Actually, virtually everything you see on-screen is physical, including the notoriously frightening radioactive creatures known as Deathclaws. In the show, they are created using animatronics, and were by all accounts rather intimidating up close.

Made by Fans, for Fans

The Fallout series works because it is made by talented film-makers who are also longtime fans, alongside the original creators behind the source material. This common understanding for the lore is clear in the finished show.

The second season is launching on a episode-by-episode basis rather than as a all-at-once release, offering a different experience from the initial release. This schedule will foster a different weekly discussion, something the showrunners themselves are looking forward to observe.

“It has more depth, it’s more expansive, it’s funnier, it has a lot of twists,” promises the game director. “I am excited to seeing what people think.”

Chris Ellis
Chris Ellis

Lena Visser is a freelance writer and digital nomad exploring the intersection of technology and everyday life.