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Fallout Analysis

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Fallout: Season Two was released periodically from December to the finale on Feb. 4, 2026. It follows directly after the events of the first season and sets the main cast — Maximus, Lucy, and the Ghoul — in a new environment: Las Vegas, Nevada. This season focuses on the setting in the area of “Fallout: New Vegas,” one of the more revered Fallout games that Bethesda Studios has produced. As a fan of the franchise, especially New Vegas, I was incredibly excited to see this.

Based on how well executed the set design was, I could tell that the set people were dedicated to respecting the source material and embodying what makes Fallout, Fallout. It was almost one-to-one between the places in the show and the iconic locations in the game. Watching a cast of well-written characters interact with the places I’ve been in the games was an exciting experience, to say the least. They genuinely brought these fictional places to life, and the fan service was through the roof.

On the other hand, the story itself was decent with multiple flaws. These flaws definitely hindered my enjoyment of the season. The main issue was the pacing. Plot lines would take literally forever to move along, and nothing super significant would happen until the last two episodes. On top of the molasses pace, the writers had way too much on their plate; running multiple plot points, plot lines, and character arcs with too little time or episodes. Often, they would shift character perspectives too often.

This largely took away from the ending, which left a lot to be desired because of the poor build-up. The finale felt anticlimactic. It was a victim of plot holes. The writers attempted to tie everything together to make season three as big as possible, but at the cost of a mediocre second season, which we waited a year for. And now, having to wait another year, I was severely disappointed.

 

Cautionary tale of war –

“War, war never changes” – Ron Perlman

 

The flagship phrase from the Fallout franchise is representative of its content, but more so, representative of the real truth of our world. For centuries, humans have been fighting each other; the reasons vary, but the fighting always persists. War is a never-ending cycle.

Humans; ever progressing, ever advancing. And always seeming to find our way to conflict, like a thirsty deer finds its way to a stream, a stream so tainted. It follows the notion that we will ultimately destroy ourselves if the cycle continues; that humans are our own apex predator. And all the wondrous advancements and social progress made over history will have been for nothing if used to kill our fellow man and woman.

The sociological depth of war is deep, and it’s hard to pinpoint the root of the problem. Because in order to do so, we need to revisit multiple facets of society from the very beginning, and even then, it would be hard to find a solution.

In school, we’re taught history so that we don’t repeat past mistakes, but that isn’t true in the slightest. For some reason or another, despite the countless examples of atrocious violence, we find ourselves in the same shoes; shoes that walk us to fight. Whether it be for land, money, religion, or disagreements on government, war is waged. It’s romanticized in film, glorified by the government, and incorporated into young, impressionable minds. Oftentimes, the military advertises itself as if lives aren’t at stake, as if what they promote doesn’t spell the death of thousands.

In Fallout, the world is turned upside down, and sent centuries backwards after a full-on nuclear war. Portraying the cycle perfectly, where even in the most barren and desperate situations, humans find their way to the stream; ever immortal, ever tainted. War remained as the sole survivor. Not the people who still roam, but the evil that seems to be embedded within them. This is a cautionary tale; the creators are attempting to tell us that the cycle must be broken, or fallout will be a reality.

 

Corporate greed and the abuse of capitalism –

Greed, a sin of great evil, one that roots itself in many societies. A leading cause for war, for shady business practices, and exploitation. A sin that leads people to do some of the worst things imaginable, a sin that leads to abandonment of morals.

Money makes the world go around; if so, greed does too.

People demand more than the world can provide, especially as the population increases. It’s simple economics, where, in a world of finite resources, our desires are infinite. Corporations are amongst the most greedy; they hold a large sum of money and can raise a country’s capital. They provide good for the people: drinks, food, clothing, etc. And we purchase it, they make money. Simple. But what if it was more complex?

Big companies are known to cut corners, buy for less and sell for more, exploit many systems, and find as many loopholes as possible. It’s safe to say that larger, “monopolized” companies don’t have our best interests at heart. These businesses will do anything to hold as much money as possible, and money is power.

There’s a good amount of truth to the notion that corporate giants hold a vast amount of power and influence. They buy land wherever they please, sell us food with whatever they want, keep us wanting more, and force shady business practices.

In Fallout, the company Vault-Tec is a monopolized tech giant that owns and operates almost anything to do with appliances to wartime weapons. Simultaneously, the company took advantage of the threat of nuclear war and created a mass of vaults across America, attempting to profit from and sell the end of the world. And when talks of peace are going on, Vault-Tec has to make sure that this war happens, so that they can please the shareholders, business partners, and gain a return on their large investment; a fiduciary responsibility to uphold their business acquisitions, even if it means the end of the world. Thus begins the events of the games and show, Vault-Tec intentionally causes, or at least sparks, all-out nuclear war; the end of the world.

This is what it’s all about, to Vault-Tec, to current-day industry giants; a greed for monetary control so deep, it overcomes every moral boundary and humane code. Businesses don’t see people as human; they see them as numbers, a quantitative variable that can either boost or decrease revenue. And they will lie and deceive you, push false agendas, if it means more money on the table.

Fallout teaches us to understand the dangers of allowing greed-stricken businesses to make unfathomable profits. And become such a great asset to the government that they have a freeway to hog land, sign world-destroying bills, and loosen product standards. It isn’t an attack on capitalism; it’s a cautionary tale on what happens when capitalism goes unchecked, and standards aren’t maintained.

 

Environmental and humanitarian concern –

America during the 1950s was a naive time. A time when they had a negligible view of the future, unconcerned about the effects of resource depletion. A society that thought the future would be sunshine and rainbows, having flying cars, instant food maker-machines, and robot butlers.

Fallout uses it as heavy inspiration for the concept of their content. Besides the obvious look of Fallout, the aim was directed towards the same narrative of the 1950s; embracing the flaws with the outlook of the time period.

In Fallout, much like our current day, pre-war America is struggling with multiple difficult challenges. Environmental issues are a big one. In the lore, America drills for oil from Alaska through Canada, opening huge oil operations that kick out the native population. There is an oil and general resource shortage that plagues more than half the world.

This is not entirely unsimilar to our world affairs, where America truly has begun drilling in Alaska, one that is bound to have gigantic environmental effects. And we do indeed have many “hostile” and concerning international relationships, causing much discourse amongst our allies. Inflation is plaguing our economy, although not as bad as in Fallout, and we are seeing the harsh results of endless resource mining.

The 1950s isn’t just used as a visual theme, it’s used as a means to show us that, despite all our progress, we still have that same naivety and blank outlook. It’s telling us, shouting at us, to do more. Fallout has a progressive society in pre-war America, as well as advanced technology; but they use the 50s theme to get across a point. The point is that progress has been made, but the world needs more. That we mustn’t abandon our earth for monetary gain, and stop waging resource wars.

The future isn’t sunshine and rainbows. And we’re suffering from some of the grandest problems the world has faced in the 21st century because of the naivety and negligence of the 1950s era.

Conclusion:

Fallout may be a video game/show, something for entertainment, or for art. But it writes messages of high importance. Ones that can not be ignored. It holds a future so grim and dark, one that we don’t or shouldn’t want for ourselves. And that’s one of the most important things about media. It’s a message hidden beneath entertainment and art; something to analyse, something thought-provoking.