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

The Fallout TV series is back to its platform, and it's fair to say that viewers were agreeably astonished by the excellence of its first season. By depicting the atomic-age, post-apocalyptic United States through the perspectives of three distinct characters, it managed to capture multiple facets of the player's adventure.

We followed vault-dweller Lucy, trying to do the right thing and finding that the barren landscape made that incredibly hard; Max, the militant faction initiate, who starts challenging his faction's authority and causes significant chaos in powered exoskeleton; and the Ghoul, a breakout character who has completely shed any sense of morality out in the radioactive wilderness.

Setting the Stage for a New Chapter

The debut season's ending disclosed key information about those responsible for the atomic conflict that sealed a society in underground vaults for centuries. It also left plenty of questions unresolved for the upcoming chapter – and, on this occasion, hopes are considerably elevated.

“We’ll take ‘not terrible’ – we should print that on merchandise,” remarks one of the series creators.

“Starting the first season, people were like, ‘Just don't mess it up’,” comments the game director. “We are thrilled with the feedback to the show, so now people are arriving with more enthusiasm and different expectations.”

A New Vegas Vibe for the Next Installment

The upcoming season is taking place in the neon-lit city, the location of the beloved game Fallout: New Vegas, which is often praised for having the best writing and personalities in the franchise, despite the fact that it was somewhat buggy at launch.

“It has a desert vibe, a Mojave vibe, that’s so essential to that game,” says Nolan. “That dusty, blasted-out iconic highway vibe of the game is so much fun to incorporate into the show.”

In the series narrative, a long time has elapsed since the story of the New Vegas game by the time the characters make their way there. Nevertheless, the creators hint that it will honor the player’s journey.

Crafting a Tangible World

The Fallout TV series is distinguished by its tactile feel – its production team insisted on real props and environments were fabricated, reflecting the makeshift nature of the settlements in the games.

“Being a genre enthusiast, so many productions I watch, I’m conscious that they’re all standing in front of a digital backdrop,” says another of the showrunners. “The key objective of an adaptation, particularly of a interactive medium, is to appear as if it’s authentic.”

Indeed, virtually each creature you see on-screen is real, even the infamously terrifying mutated beasts known as the apex predators. In the show, they are brought to life with puppets, and were by all accounts rather intimidating up close.

Made by Fans, for Fans

The Fallout series succeeds because it is developed by accomplished storytellers who are also passionate gamers, with the help of the game developers behind the franchise. This shared passion for the lore is clear in the finished show.

The second season is being released on a episode-by-episode basis rather than as a full-season drop, representing a shift from the previous season. This approach will foster a new weekly discussion, something the creators themselves are looking forward to witness.

“It delves deeper, it’s bigger, it’s funnier, it has a lot of revelations,” promises Howard. “I am excited to seeing what people think.”

Kevin Dixon
Kevin Dixon

Elara Vance is a game designer and digital storyteller passionate about immersive experiences and indie game development.