Fallout: The Other Player

ONE

Pre-apocalypse. Barb sits through different Vault-Tec presentations, each more ridiculous. She looks like she’s about to lose her mind.

Title card: Barb

Young Hank enters the meeting between Barb and Fake Robert House to take notes. Opening a briefcase, House shows the remote mind-control device. “The automated man”, he calls it. Hank leans in for a better look. Barb tells House he has a number of vaults for his experiments, but House responds that Vault-Tec is trading him cold fusion for this.

When the meetings are over and Barb is alone, she closes the blinds so she can have a nervous breakdown. She looks at a photo of her family and weeps.

Roll title card.

Continue reading “Fallout: The Other Player”

Fallout: The Wrangler

ONE

Lucy and Ghoul Coop stare at the deathclaw emerging from the Gomorrah casino. Two more deathclaws approach from opposite ends of the street. Lucy and Coop dodge behind a car. Looking like Jurassic Park’s T-Rex, the deathclaw sniffs for them as it climbs on the roof.

Dogmeat runs away; Coop and Lucy follow, sliding under the security gate just out of reach of the (slowly) chasing deathclaw. 

Roll title card.

TWO

Lucy and Ghoul Coop stand in Freeside looking at the boarded up section of Vegas. She wonders why her dad would go in there. Coop explains that a special vault, one for management is in there. His wife and daughter are in that vault. Of the handful of management vaults spread around the Wasteland, Coop has found them all and each one was empty.

Continue reading “Fallout: The Wrangler”

Fallout: The Demon in the Snow

ONE

Gunfire, snow, and vertibirds.

Title card: The Alaskan Front

It’s the pre-apocalypse Battle of Anchorage. The Marines wear the janky T-45 power armor. Charlie’s left arm starts sparking and malfunctioning. Cooper orders him to return to base. Instead of following him, though, Coop continues his search for the missing unit. Falling snow and burning equipment in the dark make it hard to see.

TWO

Gunfire and approaching troops. Cooper tries to return fire, but his left leg armor sparks and locks up. He falls over like a tree. The Chinese soldiers approach and mock him as he lies helpless. Behind them, through the flames and snow, Cooper sees a beast approaching. We know what it is, although Coop doesn’t. He tries to signal with his eyes as the deathclaw comes up and eviscerates the troops. He’s terrified as the deathclaw breathes on his face. It leaves without touching him, though, and word comes over the radio that the battle is won. Cooper tries to say that it wasn’t the soldiers that routed the Chinese, but no one is listening.

Title card: Fallout

An overhead shot of Cooper lying on his side, helpless in the snow, is mirrored here as Max looks down at Xander’s dead body. It’s the moment immediately after Max drove the super sledge into Xander’s head at the end of the last episode.

Continue reading “Fallout: The Demon in the Snow”

Fallout: The Profligate

ONE

Thaddeus’ ghoulification has progressed. (He was briefly Max’s Squire, remember.) 

TWO

He oversees children, some ghouled, whose job seems to be to drink Sunset Sarsparilla. The bottlecaps, Wasteland currency, are collected after the bottle is opened. He’s sympathetic and kind as he cracks the whip.

Title card: Fallout.

Lucy is a captive of the Legion. Slaves are tortured. Tunic Lady, who “lost her Legionary”, has her throat violently slit. Lucy reacts in shock.

Title card: The Legion.

THREE

She’s brought before Caesar. The Legate who cut Tunic Lady’s throat takes off his helmet in a prolonged reveal. It’s Macaulay Culkin. He refers to Lucy as “Profligate”.

Continue reading “Fallout: The Profligate”

Fallout: The Golden Rule

In Season One we learn that Shady Sands, a post-apocalypse, thriving community, is nuked by Hank. He wants only his controlled vaults, 31-33, to lead the world. Anyone not beholding to middle management should be stopped.

ONE

Episode Two of Season Two opens with the healthy Shady Sands. Boy Max lives here. His father invents a water purifier. The radiated water everyone’s been forced to accommodate is clean. Hope pervades the settlement.

A caravan man and his cart enter town. He robotically repeats the same phrase. Blood coming from his eyes, the man collapses in the center of town. People surround him, trying to help. When he curls over, the mind control device implanted at the base of his neck becomes visible. Max’s father quickly removes the tarp on the caravan cart. Underneath is a bomb.

(It’s an enlarged mini nuke design from the games with a Pip Boy interface. YAY!)

Joseph sends Max running for home and tries to dismantle the bomb’s timer. Closeup of the smiling Vault Boy as the Pip Boy screen informs him that by stopping the countdown Joseph has activated the fail safe. He runs.

Continue reading “Fallout: The Golden Rule”

Fallout: The Innovator

You may remember that I greatly enjoyed Season One of Amazon’s Fallout, based on Bethesda’s game series. Not only have I previously gamed Fallout 3, Fallout New Vegas, and Fallout 4, I’m currently having a lot of fun in Fallout 76’s MMORPG that takes place in a post-apocalyptic Appalachia.

However, I’ve been disappointed with and worried about some of the episodes I’ve seen so far in Season Two. They seem a little scattered. You’ll see what I mean even here in Episode One. Since notating the structure that exists, I’ve become convinced that a better structure is possible.

First, here’s the episode as broadcast. After, see my Critical Notes for how I would re-edit it. 

Needless to say, spoilers abound.

ONE

Title card: The Man Who Knew

Pre-apocalypse Los Angeles. Protestors take bats to Mr. Handy robots outside of RobCo. headquarters. 

Continue reading “Fallout: The Innovator”

Fallout Enneagram: NORM MACLEAN, SIX

Four main characters in Season One of Fallout have their own separate Story Enneagrams. In this case, Norm’s Enneagram is also the story of Vault 33.

ONE

Establishing the vault world is Norm’s One. He’s introduced as Lucy’s brother with no indication he’ll have any importance. Hank seems more critical, especially when he greets “Overseer” Moldaver. (Why doesn’t he recognize her from pre-apocalypse times? After watching the entire season we know that she was alive then, even if we don’t know how she managed it. She clearly says that she knows Hank.)

TWO

Norm wanders through the opened door into Vault 32. Moldaver and her raiders have already seemed suspicious. Now we know that the vault is derelict. Norm finds mutilated corpses and comes running home. The mystery of the Vault 31-32-33 triangle is the overall Trouble, but Norm is on his own detective’s journey that starts here.

Continue reading “Fallout Enneagram: NORM MACLEAN, SIX”

Fallout Enneagram: MAXIMUS, TWO

Four main characters in Season One of Fallout have their own separate Story Enneagrams. We don’t meet Maximus until halfway through Episode One when he’s thrust upon us. It’s not a heroic introduction.

ONE

Fellow companions of the Brotherhood haze Maximus. In class he fails tests and looks like a dunce.

Continue reading “Fallout Enneagram: MAXIMUS, TWO”

Fallout Enneagram: LUCY MACLEAN, ONE

Four main characters in Season One of Fallout have their own separate Story Enneagrams. Lucy is the first post-apocalypse character we meet in the series.

ONE

Lucy is selected to breed. Let’s not sugarcoat her opening situation. Although she’s cheerful and spunky, she, like every other person of a certain age in the Vault 31-32-33 triangle, is forced to marry a stranger. The show encourages us to gloss over those details. 

TWO

Continuing Episode One, Moldaver kidnaps Hank. Not until the final episode do we learn why. This is such very clear Trouble for Lucy. Even her violent raider husband wouldn’t prompt her to leave the vault. It’s only her beloved father who jump-starts her journey. Also, Moldaver tells her, “You look like your mother.” This is another mystery unsolved until the finale. Although it hides in the background, this comment is part of the Trouble.

THREE

Lucy exits the vault. The opening of the door to Vault 33 is the Three. Interestingly, it’s also Norm’s Three (which we’ll see in a later post). The Sixes for each character are very different. I really like that their stories lead them in different directions after they share this beat.

Continue reading “Fallout Enneagram: LUCY MACLEAN, ONE”

Fallout Enneagram: COOPER HOWARD, THREE

Four main characters in Season One of Fallout have their own separate Story Enneagrams. The entire season begins with Coop, so let’s start with him. He’s the only character to have a —

LEFTOVER NINE

Cowboy Coop performing tricks for a child’s birthday party is a brilliant choice. We see the pre-apocalypse world, and then the moment when the bombs fall and it all ends. Clues about Coop are dropped: he’s paying alimony, he’s famous (or infamous) for a thumbs-up gesture, and he’s called a Commie. Much later in the season these quick throwaway lines will gain context. However, some moments aren’t explained. Where is Janey? How does Coop go from riding a horse ahead of the fallout to becoming a 200 year old ghoul? Structurally, this is a beautiful Leftover Nine. Hopefully, Season Two will have a Leftover Nine that continues to answer these questions.

ONE

The entirety of Episode One goes by before Coop returns. In the cemetery bounty hunters dig up Ghoul Coop. His character is completely changed, or so it seems.

Continue reading “Fallout Enneagram: COOPER HOWARD, THREE”