Review: Fallout (Season 2, Episode 1 “The Innovator”)


“Control is not control unless it’s absolute.” — Robert House

Episode 1 of Fallout Season 2 eases us back into the irradiated chaos with a deliberate pace that prioritizes atmosphere over non-stop action, reminding everyone why this show’s wasteland feels so lived-in and unpredictable. Titled something along the lines of a nod to foresight amid apocalypse, it shifts the spotlight toward the glittering promise of New Vegas while weaving in threads from the vaults and the open road, all without feeling like it’s just recapping old ground. The result is a premiere that builds quiet dread and dark laughs in equal measure, setting up a season that promises to dig deeper into the franchise’s corporate nightmares and personal vendettas.

Right from the jump, the episode grabs attention with a slick demonstration of pre-war tech gone horribly right—or wrong, depending on your perspective. Justin Theroux as Robert House commands the screen as a slick-suited mogul, his magnetic performance dripping with oily charisma and precise menace as he demos a mind-control gadget on skeptical workers, his unhinged glee peaking in a catastrophic head-explosion that hilariously exposes tech’s lethal limits. It’s peak Fallout absurdity: blending high-tech horror with retro-futurist flair, like if a 1950s infomercial took a fatal detour into Black Mirror territory. This opener not only hooks you visually but plants seeds for how old-world ambition fuels the post-apoc mess, tying neatly into the larger puzzle of who pulled the triggers on those bombs.

The core trio gets prime real estate here, each storyline humming with tension that advances their arcs without rushing the reveals. Lucy (Ella Purnell), still clinging to her vault-bred optimism, teams up with The Ghoul (Walton Goggins) for a Mojave trek that’s equal parts banter and brutality. Their pit stop at a rundown motel turns into a classic role-playing moment—talks fail, bullets fly, and suddenly you’re knee-deep in the kind of chaotic shootout that screams video game roots, but with character stakes that make the gore hit different. The Ghoul’s gleeful savagery clashes beautifully with Lucy’s reluctant humanity, sharpening their odd-couple dynamic into the show’s emotional engine, where every kill or quip peels back layers of trauma and growth.

Meanwhile, flashbacks to the days before the flash illuminate the cowboy’s (Walton Goggins) haunted past, dropping him into a high-stakes conspiracy involving energy breakthroughs and power grabs that could rewrite history. These segments pulse with moral ambiguity, showing how one man’s vision—or hubris—shapes the ruins we roam today, all delivered through sharp dialogue and tense standoffs that avoid info-dumps. It’s a smart way to expand the lore, making the pre-war era feel as treacherous and satirical as the wasteland, while hinting at butterfly effects that ripple straight to the present-day action.

Back underground in Vault 31, Norm (Moisés Arias) faces a grueling isolation game, rationed and rationed until desperation breeds rebellion. Pacing a sterile corridor lined with frozen execs, he grapples with the cold calculus of survival versus unleashing corporate ghosts, culminating in a choice that’s as chilling as it is inevitable. This thread underscores the series’ knack for turning confined spaces into pressure cookers, where ideology and instinct collide, and it mirrors the surface-level horrors in a way that unifies the episode’s split timelines. No capes or saviors here—just raw human (or post-human) frailty amid institutional rot.

What elevates this opener beyond fan service is its thematic cohesion: progress as the ultimate wasteland monster, whether it’s mind-bending devices in hidden labs, faction wars over scraps of the old world, or vaults masquerading as utopias. The production design shines, from neon-drenched ruins evoking casino glamour turned grim to grotesque experiments that nod to the games’ darkest quests without aping them beat-for-beat. Humor lands in the margins—snarky one-liners amid mayhem, visual gags like branded apocalypse merch—keeping the bleakness palatable and true to the source material’s satirical bite.

Pacing-wise, it unfolds like a slow-burn fuse: the front half reacquaints us with players and places, building investment through intimate beats, while the back ramps up with visceral twists that leave you hungry for more. A few moments drag if you’re craving instant explosions, but that’s by design—this isn’t a rollercoaster start; it’s a deliberate march toward war, factions aligning, and secrets cracking open. Lucy’s pursuit of family truth intersects with tech terrors in ways that feel organic and ominous, promising escalations that blend personal drama with world-shaking stakes.

Visually and sonically, Fallout Season 2 flexes harder, with practical effects that make every mutant skirmish or gadget malfunction pop off the screen, backed by a score that mixes twangy guitars with synth dread for that signature retro-punk vibe. Layered atop that is the inspired use of 1950s-era music—crooning ballads and peppy tunes playing ironically over carnage and corporate horror—anchoring the show’s aesthetic in its ironic nostalgia for a “better” past that led to ruin. The leads ooze chemistry, stealing scenes with micro-expressions that convey volumes, while supporting turns add layers of menace and mirth. It’s not flawless—the multi-threaded structure demands attention, and some setups tease bigger payoffs down the line—but as a launchpad, it nails the balance of homage, innovation, and binge bait.

Ultimately, this episode thrives on Fallout’s core irony: in a world built on fallout from unchecked ambition, our survivors scrape by with grit, guns, and grudging alliances. It honors the games’ sprawl while carving its own path through New Vegas’ shadows, teasing faction intrigue, tech horrors, and moral quagmires that could redefine the Mojave. If Season 1 proved the concept, Episode 1 of Season 2 whispers that the real radiation burns are just heating up—grab your Pip-Boy, because this wasteland’s about to get a whole lot wilder.

Review: Fallout (Season 1)


“War never changes. You look out at this Wasteland, looks like chaos. But here’s always somebody behind the wheel.” — The Ghoul

Fallout’s first season lands like a mini-nuke: messy around the edges, but undeniably powerful and surprisingly fun. It’s one of those adaptations that feels comfortable being both a love letter to the games and its own weird, often hilarious beast.

Set a couple of centuries after nuclear war, Fallout drops viewers into a retro-futurist wasteland where 1950s aesthetics collide with irradiated horror and corporate evil turned up to eleven. The show splits its focus between three main threads: Lucy, a bright-eyed vault dweller forced to leave her underground utopia; Maximus, an eager but insecure squire in the Brotherhood of Steel; and The Ghoul, a bounty hunter whose past life as a pre-war actor slowly bleeds through his charred exterior. The decision to juggle these perspectives is smart, because each storyline scratches a different itch: Lucy carries the emotional core and fish-out-of-water comedy, Maximus gives the militaristic, power-armor fantasy with a side of satire, and The Ghoul supplies the hard-boiled noir edge and moral ambiguity. The result is a season that rarely feels static; even when one plotline stalls a bit, another kicks in with fresh energy.

The tone is one of the show’s biggest strengths. Fallout leans hard into pitch-black humor without ever completely undercutting the stakes, which is harder to pull off than it looks. Limbs fly, heads explode, dogs get eaten, and yet the show keeps finding a way to make you laugh at the absurdity without turning the apocalypse into a joke. The violence is graphic and frequent, but it usually serves a purpose: to remind you that this world is brutal, even when the characters are cracking wise or bartering over chems. If the games felt like wandering into a deranged theme park built on the ruins of civilization, the series captures that same feeling of “this is horrible, but also kind of hilarious.” That balance, more than any specific lore reference, is what makes it feel like Fallout rather than just another grimdark sci-fi show.

Performance-wise, the casting is pretty inspired. Ella Purnell plays Lucy with this mix of optimism, naivety, and stubborn decency that could easily have been grating, but instead becomes the emotional anchor of the whole season. She brings just enough steel to the character that her idealism feels like a choice, not a default setting. Aaron Moten’s Maximus is a slower burn, and early on he risks fading into the background as “generic soldier guy,” but the more the show digs into Brotherhood politics, insecurity, and the pressure to be “worthy” of power armor, the more interesting he becomes. Walton Goggins, though, more or less walks away with the show. As The Ghoul, he’s vicious, funny, and weirdly tragic, and the flashbacks to his pre-war life give the season some of its most compelling dramatic beats. There’s a sense of continuity in his performance between the slick actor he was and the monster he becomes that keeps the character from feeling like a one-note cowboy caricature.

Visually, Fallout looks a lot better than a streaming adaptation of a video game has any right to. The production design leans into practical sets and tactile props where possible, and it pays off. Power armor has real heft, the vaults look lived-in rather than just glossy sci-fi hallways, and the wasteland feels like a place where people actually scrape out a living instead of just a CGI backdrop. The show has fun with the franchise’s iconography—Nuka-Cola, Pip-Boys, Vault-Tec branding, goofy radios—but it rarely pauses to point and wink too hard. The design team clearly understands that Fallout is basically “atomic-age corporate optimism weaponized into apocalypse,” and that theme is baked into everything from costumes to billboards rotting in the sand. Even the creature designs, like the mutated critters and ghouls, walk that line between unsettling and cartoonishly over-the-top, which fits the overall tone.

On the writing side, the structure of the season feels very much like an RPG campaign. Episodes often play like individual “quests” that build toward a bigger mystery: Lucy stumbling into a bizarre settlement, Maximus dealing with Brotherhood politics, The Ghoul chasing a lead that intersects with both of them. That quest-chain structure gives the first half of the season a propulsive, almost episodic energy, and it’s one reason the show is so watchable. At the same time, this approach has trade-offs. Sometimes character development feels a bit checkpoint-driven—people change because the story needs them to for the next “quest,” rather than as a smooth emotional progression. You can occasionally see the writers nudging the pieces into place, especially as the season barrels toward the finale.

Fallout sits in an interesting sweet spot when lined up against another prestige video game adaptation like HBO’s The Last of Us. Instead of treating the games as a sacred script that must be recreated line for line, it treats the Fallout universe as a shared sandbox—a tone, a style, a set of rules—rather than a fixed storyline that must be obeyed. Where The Last of Us is largely a faithful retelling of Joel and Ellie’s journey, Fallout seems far more interested in asking, “What else can happen in this world?” instead of “How do we restage that iconic mission?” It borrows the franchise’s black-comedy vibe, retro-futurist Americana, and corporate dystopia, then builds mostly original plots and character arcs on top.

That choice immediately gives the writers room to play. They’re not constantly checking themselves against specific missions, boss fights, or famous cutscenes; they’re free to jump around the timeline, invent new factions or townships, and reframe old ideas in ways that a beat-for-beat adaptation could never manage without sparking outrage. This approach also lets Fallout add to the lore instead of just reanimating it in live action. Because it’s not locked into recreating a particular protagonist’s path, the show can explore corners of the wasteland that were only hinted at in the games, complicate existing factions, or take big swings with backstory and world history. That kind of freedom inevitably creates some continuity friction for hardcore fans, but it also keeps the series from feeling like a lavish, expensive recap of something players already experienced with a controller in hand. Where The Last of Us excels by deepening and humanizing a story many already know, Fallout thrives by expanding its universe sideways, treating the source material as a toolbox rather than a template—and that makes it feel more like a genuine new chapter in the franchise than a live-action checklist.

Thematically, the show has more on its mind than explosions and fan-service, which is nice. Fallout keeps circling back to questions about corporate power, the illusion of safety, and how far people will go to preserve their own little slice of control. Vault-Tec’s smiling fascism is a blunt but effective metaphor for real-world systems that promise protection while quietly planning for everyone’s demise. The Brotherhood of Steel, meanwhile, becomes a vehicle for exploring militarized religion, hierarchy, and the dream of “owning” technology and knowledge. None of this is subtle, but Fallout isn’t a subtle franchise to begin with, and the series has enough self-awareness to let its satire stay sharp without slowing everything down for speeches. When it hits, it feels like the writers are asking, “Who gets to decide what’s worth saving when everything’s already gone?”

Where the season stumbles most is consistency. The pacing isn’t always smooth; some mid-season episodes are stacked with memorable set pieces and character moments, while others feel like they’re mostly there to set up endgame twists. The finale, in particular, is likely to be divisive. On one hand, it ties several plot threads together, drops a couple of bold lore swings, and sets up future seasons with a few big, crowd-pleasing reveals. On the other hand, it rushes emotional payoffs and leans heavily on explaining rather than letting certain developments breathe. The shift in tone in the last episode is noticeable enough that some viewers may feel like they suddenly switched to a slightly different show. It’s not a deal-breaker, but it does mean the season ends with more “wow, that was a lot” than a clean emotional landing.

As an adaptation, this freedom-to-expand strategy pays off by appealing to longtime fans and welcoming newcomers without getting bogged down in purist debates. Fans of the games will catch tons of details, locations, and tonal echoes that feel like affectionate nods rather than empty easter eggs. At the same time, the show isn’t just re-skinning existing game plots, which is a good call. It feels like a side story in the same universe rather than a strict retelling. That said, the lore choices late in the season—especially around the broader timeline and certain factions—are bound to spark arguments. If someone is deeply attached to the canon of the older games, some of the retcons and reinterpretations might play like a slap in the face. If someone is more relaxed about canon and just wants an entertaining, coherent story in that world, the show will probably land much better.

The writing of individual scenes shows a lot of care, especially in the way humor and dread coexist. Some of the best moments aren’t the big action beats but the small conversations: a strange, tense chat in a ruined diner, a piece of pre-war media resurfacing at the worst possible time, or a casual bit of wasteland banter that suddenly turns threatening. The dialogue sometimes leans too modern for the retro setting, but the rhythm feels natural enough that it rarely jars. When the show is firing on all cylinders, it nails that specific Fallout flavor: characters staring at incomprehensible horror and responding with a joke, a shrug, or a desperate sales pitch.

If there’s one area where the season could improve going forward, it’s in fleshing out the secondary cast and giving certain arcs more emotional weight. Some supporting characters are memorable and sharply drawn, while others feel like they exist mainly to be lore-delivery devices or cannon fodder. The world feels rich enough that it can absolutely sustain more side stories and slower, character-focused detours. A little more breathing room for relationships—whether friendships, rivalries, or romances—would help the big twists land harder and keep the show from occasionally feeling like it’s sprinting from spectacle to spectacle.

Overall, Fallout’s first season is a strong, confident debut that understands what made the games stand out without being slavishly beholden to them. It’s funny, brutal, stylish, and surprisingly character-driven for a show that spends so much time reveling in bloodshed and nuclear kitsch. The missteps in pacing and the polarizing choices in the finale keep it from being flawless, but they also signal a series willing to take risks rather than play it safe. For viewers who enjoy genre TV with personality, and for gamers who have been burned by adaptations before, this season is absolutely worth the trip into the wasteland. It doesn’t just survive the jump to live action; it stomps into it in full power armor, flaws and all.

Scenes I Love: The Prestige


The Prestige - David Bowie

David Bowie has passed away and the world is much less brighter with his passing.

While I’ve been a fan of most of David Bowie’s music, I consider myself more of a fan of his rare appearances playing other characters in other people’s films. Whether it was as the alien Thomas Jerome Newton in The Man Who Fell to Earth, to John in The Hunger and right up to his role as Jareth, King of the Goblins in the fantasy film Labyrinth, Bowie has always made himself such a presence whenever he was on the screen.

One of my favorite roles he played recently was in the 2006 film The Prestige by Christopher Nolan. In it he played the role of the eccentric genius Nikola Tesla who gains as a patron Hugh Jackman’s magician, Robert Angier. Not as showy a role as some of the others mentioned above, but Bowie easily conveys not just tired and beaten down Tesla who by this point has been hounded by Edison for years, but also understanding that his own genius has led him to obsessing over what his intellect has come up with.

Even as he battled cancer these past 18 months before losing his fight, David Bowie continued to do what he loved. Releasing a new album this month and now he lives on in his music and up on the silver screen.

“Commencing countdown, engines on…Check ignition and may God’s love be with you.”

RIP, DAVID BOWIE

Trailer: Interstellar (3rd Official)


Interstellar

Will Interstellar be as  much a game changer as Kubrick’s own 2001: A Space Odyssey? Some are already hyping that it may just be on that very level.

Now, let’s not crown Christopher Nolan upcoming film (his first since concluding his Dark Knight trilogy) as an instant classic when we haven’t seen anything outside of the trailers released. Yet, the teases and brief explanation of the film’s plot hints at something that may just turn out to be incredible.

I know at least one person here at Through the Shattered Lens who is bursting at the seams at trying not to overhype the film for himself. It may just be a losing battle if his reactions to this latest Interstellar trailer is any indication.

Interstellar is set for a limited release on November 5, 2014 (70mm and 35mm film formats) then wide on November 7, 2014 on digital format.

Movie Teaser: Christopher Nolan’s “Interstellar”


Having rescued Batman from the Schumacher age and assisting in the full on destruction of Metropolis, Christopher Nolan has reached an interesting point in his life. He can now walk up on stage, grab a microphone, mutter the words “I’m filming a movie.” and have tons of fans (like myself) lose themselves like swooning chickens.

Christopher and Jonathan Nolan are dreaming about the stars. And with a dash of what I think (what I hope) is Zimmer playing in the background, he tells us absolutely nothing. The gaul! The tease! It’s the movie watcher’s equivalent of  seeing a bare expanse of leg exposed on someone walking in a sleek black dress. Or perhaps the equivalent of Beyonce’s album drop, only with a movie? Either way, how dare they leave me drooling like a Pavlovian mutt.

So, what do we know about Interstellar? Well, that his brother is on board, and David Goyer is nowhere to be seen, Nolan could be giving us something just a little different – or rather more along the lines of Inception. I’m one of the fans who feels he actually does much better when working with Jonathan and maybe this is good overall. Now that he’s done with everything Batman, he can focus on telling other stories.

I’m just hoping those stories aren’t like Insomnia.

And I’m hoping they’re better edited than The Dark Knight.

Interstellar, on the surface looks like it has something to do with space travel (stating the more than obvious fact), but this feels more like October Sky to me. We have Matthew McConaughey talking about how we’ve lost our way in being explorers and pioneers and the film suggests some kind of return to that. Of course, this is just a teaser, and we really won’t know the full details until the full trailer appears (which for all we know, could have aliens in it).

The thing that stands out on all of this is what isn’t easily noticed. Interstellar will be the first film that Nolan has done since Following where Cinematographer Wally Pfister wasn’t on board. This is akin to the Coens not using Roger Deakins (which is exactly the case with Inside Llewyn Davis). Visually, this could be a different film as Instellar’s Cinematographer is Hoyte Van Hoytema, who was responsible for Her, Let the Right One In and Tinker, Tailor, Soldier, Spy. Very interesting, indeed.

Interstellar premieres in theatres next year.

Oh, and here are some swooning chickens, for added effect.

Trailer: The Dark Knight Rises (Nokia Exclusive)


Marvel Studios’ The Avengers has been the runaway, blockbuster hit of 2012’s summer film season. The film has also become the film which detractors of Christopher Nolan’s third and final entry in his Dark Knight trilogy put up as the film to beat this summer. I like the fanboy enthusiasm that always comes out of the shadows whenever comic book films battle it out during the summer blockbuster season year in and year out, but I will say that instead of pitting the two mega-hits against each other fans of the comic book genre should embrace both because just around the corner will be the average to awful comic book films.

With just a month to go before the film’s release we get a new trailer (this one a Nokia Exclusive) for The Dark Knight Rises which looks to emphasis the action of the film where the previous trailers and teasers concentrated more on keeping the film’s story a secret. I’ve looked at these series’ of trailers and ads for the film like another of Nolan’s previous films with The Prestige. The first trailers and ads I see as the “The Pledge” from the film’s creators that hints at the grandiose event we’re going to be witness to. This latest trailer acts like “The Turn” as we see the magician performing the trick of this latest film giving the audience a bit more flash and pizzazz (maybe some misdirection as well to keep the story secret until the film’s release). For The Dark Knight Rises it will be on opening weekend when we finally see “The Prestige” that closes out (hopefully with critical-acclaim) Nolan’s turn as the caretaker of the Batman film franchise.

The Dark Knight Rises is set for a July 20, 2012 release date.

Trailer: The Dark Knight Rises (3rd Official)


With the North American release of Marvel Studios’ The Avengers just days away it looks like DC Films’ parent company, Warner Brothers Pictures, is playing a little bit of gamesmanship by releasing a brand new trailer for their own superhero blockbuster offering this summer in The Dark Knight Rises .

The third film in Christopher Nolan’s Dark Knight trilogy and one that has much to live up to with the financial and critical success of the previous film, The Dark Knight. With no Heath Ledger to help anchor this third film it looks like the final leg in this trilogy will have to rely on the addition of Bane as Batman’s main antagonist. The film will also see the return of one Selina Kyle aka Catwoman who may or may not be a character Batman has to treat as an enemy as well.

From the previous teasers and trailers released for this film fans of the franchise will have a story that’s much more epic in scope than the previous two, but also one that seem to have the hit-or-miss of the three. Film trilogies rarely finish off as well as it starts with a few exceptions and hopefully Nolan’s final entry in his gritty take on the Dark Knight will be one of those exceptions.

The Dark Knight Rises is set for a July 20, 2012 release.

Source: The Dark Knight Rises Official Website

Trailer: The Dark Knight Rises (Official Teaser)


The first official teaser trailer for the third and final installment of Christopher Nolan’s Dark Knight Saga has finally arrived in it’s official form. The teaser had leaked in bootleg form last week. People who went to watch Harry Potter and The Deathly Hallows, Part 2 were able to see the teaser in all it’s glory on the big-screen and from my own experience it was one of the major highlight’s even before the main attraction began.

The teaser trailer plays exactly as it sounds. It teases just enough to begin the buzz and hype which should run a full year before the film’s release. We see glimpses of Tom Hardy in the role of Bane. Most of the teaser has Police Commissioner Jim Gordon in a hospital bed looking like he may have just gone a round or two with Bane. It also brings back the lesson first given to Bruce Wayne by Ra’s al Ghul from the first film about how a man could become a legend. There’s even some Inception-like imagery of crumbling high-rises that could only mean Gotham City itself now under siege.

It’s going to be a long wait til The Dark Knight Rises premieres in the theaters on July 20, 2012.

The Dark Knight Rises Gets Selina Kyle and Bane


January 19, 2011 is the first day of the new year when the internet exploded with reactions concerning Warner Brothers’ announcement about two key characters in Christopher Nolan’s upcoming and final film in his Batman trilogy.

According to a Warner Brothers press release Anne Hathaway will take on the iconic role of Selina Kyle. For those who don’t recognize the name it’s the public face of the female foil for Batman. I’m talking about none other than Catwoman herself. While the press release doesn’t mention the name Catwoman anywhere it would be only logical that Hathaway as Selina Kyle will end up as Catwoman before the film ends.

The other character announcement was about who Tom Hardy was going to portray in the film. Speculation since Hardy was cast mostly had him taking on the role of the villain Hugo Strange, but in a curve out of left field it looks like Hardy will be playing villain Bane.

While reaction on Hathaway as Selina Kyle has mostly been positive the one concerning Hardy as Bane has been met with a combination of guarded optimism (much faith and trust has been earned by Nolan from fans) to outright fanboy rage. Both from film bloggers who should know better and just people who want to grab onto anything that they see as the downfall of the Nolan take on the Batman franchise.

Some still remember the catastrophic Bane from Schumacher’s deservedly-panned Batman & Robin thus think this Nolan take on Bane will be just the same. Others just never bought into the ‘roided-out criminal villain when he was first introduced in the “Knightfall” crossover during the 90’s. If Nolan hadn’t earned my trust as a film and comic book fan from his previous Batman films I would react the same way but I won’t.

While the comic book version of Bane did look like a muscle-bound luchador who used a super-soldier serum called “Venom” to roid-out people fail to remember that bane was very close to Batman’s equal when it came to the intellect department. This was the one villain who deduced Batman’s true identity and found a way to mentally and physically break the Bat down before finally breaking his back.

I believe that Nolan will probably dump the luchador mask and outfit and concentrate on Bane as a criminal kingpin who doesn’t just have the physicality to match Batman punch for punch but also the mental acuity equal to the task of breaking Batman. Does this mean that rumors of the character Hugo Strange has been nixed from the film?

I happen to think that either Hugo Strange will be merged with the character of Bane or may actually appear as the true mastermind who turns Bane loose on the Batman. Either way I’m quite interested in finding out how Christopher Nolan plans to adapt the Bane character to his realistic take on the Batman universe. I’d be very surprised if the wrestling mask and outfit remains. The venom injections could easily be adapted to become more believable and as Tom Hardy has shown in the film Bronson he can physically bulk up and look believable as a muscle-bound heavy.

Source: Slash Film