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Beachview campsite is a location in Point Lookout in 2277.

Layout[]

The campsite is abandoned, but judging from the various graffiti and motorcycles, it can be deduced that at one time, it was a smuggler camp. Several swampfolk can be spotted nearby or around the campsite itself. Located to the north is the ritual site.

The swampfolk here have a unique dancing animation that plays after the main questline of the add-on is completed. When the swampfolk dance, seen only at the campsite and nowhere else in Point Lookout, they engage in what one might call a "hoe-down," a country-western style dance consisting of bringing one foot up and down numerous times, clapping their hands or with hands at the sides almost like the chicken dance. Sometimes the trackers and bruisers spin around, and even jump in the air, clicking their heels together in mid-air. It should still be noted however that upon detection, they will either go on defense, patrol the area, or simply attack the Lone Wanderer.

Notes[]

When fast traveling to this location, the Lone Wanderer will spawn right at the campfire, possibly disrupting the swampfolk if they are dancing, causing them to immediately attack.

Appearances[]

Beachview campsite appears only in the Fallout 3 add-on Point Lookout.

Behind the scenes[]

Regarding the dancing animation for the swampfolk at the beachview campsite, developer Joel Burgess stated that Bethesda had a "ratchet" motion capture setup in the studio at the time, and the team convinced level designer Jeff Browne to do a "hoe-down" in the mocap equipment. As a rather tall person, Browne had the right proportions for the animation. Browne ended up dancing for "about 45 minutes" and the animation was almost cut because they kept Browne in the mocap for too long.[Non-game 1] Years later, Browne became a mocap artist for Bethesda on Starfield.[Non-game 2]

Gallery[]

References[]

Non-game

  1. Fallout 4 Point Lookout Mod with Joel Burgess and Nate Purkeypile (1:03:39)
    Kenneth Vigue: "The dance animation... where did that come from?"
    Joel Burgess: "In a word? Jeff. We had the most ratchet MOCAP situation during Point Lookout, right? We had a very weird architectural corner, like an ugly bump in the hallway. And we had some very outdated MOCAP tech there that we sort of rigged together. And we convinced Jeff Browne, who's a level designer, lead LD on Skyrim. We convinced him because he's this tall guy, so he's sort of like, had the right proportions. We said like, 'alright, we're gonna strap some MOCAP ping-pongs on you and we just want you to do a hoedown.' And we just had him dancing for like 45 minutes in the corner of the studio. And that kneeslapper, that was gold, so that went straight in with some cleanup."
    Nathan Purkeypile: "'Trust us Jeff, this is important.'"
    Zanthir: "How many takes did you force him to do?"
    Joel Burgess: "He was there for a while. Yeah, in fact, that's probably why it almost got cut, because we kept Jeff too long on the MOCAP stage."
  2. Into the Starfield - Ep1: The Endless Pursuit
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