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Fallout
Fallout: Bakersfield, the new fan creation from Alexander and Denis Berezin using Doom Total Conversion. A retro-inspired FPS using Doom Total Conversion, Fal…
This caught my attention because it’s one of those rare moments when a game studio head genuinely steers a TV production away from a creative landmine – and it actually paid off. Todd Howard told GamesRadar that showrunners initially wanted to visit New Vegas in Fallout’s first season, but he urged patience: New Vegas, with its multiple endings and fiercely defended lore, is “a bit of a minefield” and “there’s a million ways to f**k that up.” Prime Video’s newly released Season 2 putting New Vegas front and center makes that warning feel prescient.
When Howard uses blunt language about New Vegas he isn’t doing PR theater — he’s naming a structural problem. Fallout: New Vegas (Obsidian, 2010) is built around player agency: you can side with Mr. House, the NCR, Caesar’s Legion, or carve out an independent path. Any televised narrative that uses New Vegas as a setting risks contradicting those canonical outcomes unless it either picks a specific ending or carefully stages events so they can coexist with multiple player histories.
That’s why Season 1 avoided plunging into the Mojave and instead told its own story elsewhere — a safer sandbox that let the show establish tone, characters and consequences without stepping on the many forks in New Vegas’ road. Howard’s point: better to wait, get the TV language and fan expectations right, then attempt New Vegas with more care.

With Prime Video’s Season 2 centered on New Vegas, the gamble was clear. The showrunners had time to consult, plan and — according to comments Howard made after production — keep Obsidian’s spirit intact rather than overwrite it. That’s the win: the TV version can dramatize the world and its political wreckage while avoiding a single “this is the one true ending” statement that would upset large swathes of the fanbase.
Still, adaptation is compromise. A serialized TV drama needs dramatic arcs, recurring characters and a through-line that video games often let players write for themselves. So expect Season 2 to pick narrative anchors — focal characters, a specific set of consequences — and to leave room for fans to interpret how those fit with their own New Vegas playthroughs. That’s smart, but it’s also where purists will push back.

If you care about Fallout lore, there are a few practical responses: (1) Revisit New Vegas before watching Season 2 — seeing Obsidian’s branching design fresh in your mind will sharpen how the show handles its choices. (2) Read statements from the studio and showrunners: public reassurances that New Vegas events remain respected matter more than marketing copy. (3) Expect community-driven reconciliation projects — mods, wikis, and forums will rapidly map TV events onto in-game endings.
And a small but important point: Howard’s intervention doesn’t make the show canon in the same way a game is. TV adaptations sit alongside games as another interpretation. Howard and Bethesda can steer continuity, but they can’t make every player accept one single version of what happened in the Mojave — nor should they try.

Game-to-TV adaptations are climbing a learning curve. Studios are slowly realizing that respecting player agency and developer authorship isn’t just fan service — it preserves franchise goodwill. Howard’s cautionary note is a useful template: pick your battles, build goodwill in season one, then tackle the tricky, beloved stuff once you’ve earned narrative cover.
Todd Howard’s “minefield” warning about New Vegas wasn’t gatekeeping — it was prudent stewardship. Season 2’s focus on New Vegas proves the patience paid off: the show can explore the Mojave’s drama without needlessly trampling the game’s branching stories, though adaptation will still require compromises that not every fan will like.
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