Fallout and the Post-Modern Television Post-Apocalypse
Photo Courtesy of Prime Video
“Hollywood is the past. Forget Hollywood. The future, my friend, is products. You’re a product. I’m a product. The end of the world is a product.” – Matt Berry’s Sebastian Leslie in Episode 6, “The Trap.”
The Fallout TV series represents a culmination of iteration, revival, and corporate consolidation on a road leading nowhere good, whose story grows out of corporate executives, with a fiduciary responsibility to make the world worse, buying up anything they can squeeze for the sweet juice of profit.
Fallout is based on a game series that began in 1997 with Interplay’s successor to their 1988 game, Wasteland. The first four games were made by Interplay and Black Isle Studios; Bethesda bought the IP in 2007 for $5.75 million (or about a quarter of the average episode cost of the new television series), and produced the last four games. New Vegas was developed by Obsidian and a team led by writers and developers from Fallout 2. Wasteland was resurrected in the 2010s by another studio composed of old Interplay/Black Isle developers, inXile which, like both Bethesda and Obsidian, is now owned by software corporation Microsoft’s gaming division. The television series airs on the streaming service owned by Amazon, a company that sold textbooks in the 1990s and now owns MGM, part of the Lord of the Rings license, a substantial portion of the global web backend, and develops domestic surveillance technologies—they are a clearinghouse for products; it is incidental for good art to pass through the content machine. The corporate machine tends to compromise structural critiques and, while offering alternatives isn’t necessary to compellingly express society’s current quandaries, offering no alternative while undercutting every other option feels insidious.
We enter the era of the post-apocalyptic videogame television adaptation as the entertainment media ecosystem careens towards crises—streaming, the broken model of the disruptors, feels primed to collapse. Humans imagine post-apocalyptic civilizations because of innate fear of death; apocalypse is the metaphysical death of a society’s culture alongside the literal mass death of its inhabitants. Nuclear war, a threat hanging over our heads nearly as long as we’ve had television, exacerbates this mass death anxiety. Post-apocalypse is a useful setting for reorienting civilization around creators’ concerns about society. Make a tweak here, pull a pin there, what are you left with, who do we turn into?
Fallout is among three videogame series adapted as post-apocalyptic prestige television in the last two years following Twisted Metal and The Last of Us in 2023, as television and film studios seek more existing intellectual property to capitalize. Twisted Metal’s cultural footprint is less tied to its story than its iconography, so maybe people care less about canonicity (a PlayStation 2 Twisted Metal game even briefly appears in the premiere), but they seem more inspired by the later games with a post-apocalyptic setting than the earlier car arena battlers. The Last of Us met greater acclaim, with some important detractions, and likely more to come in Season 2.