Point Lookout is unbelievably creepy, from the minute you get off the ferry into the deserted, foggy island, with its crumbling amusement park, cemeteries, bands of deformed, mad hill-people trying to kill you, and omnipresent strange hanging dolls and mutilated toys.
It only gets creepier from there, as you discover haunted mansions with an evil brain-in-a-jar, ritualistic sacrifice altars, evidence of plots set in motion by communist spies, a mysterious cult in a church, a quest to recover a forbidden Necronomiconical tome and a chilling hallucinogenic sequence set deep in the swamps.
(Oh, and there’s also wrecked ship called the USS Ozymandias. You can imagine how I loved that.)
Playing Point Lookout, I more than once wondered about the story behind it—there are so many unnerving, disturbing sights that I honestly worry about the mental state of the team that made it. And I haven’t even gotten to what makes it creepiest yet, but let me hold off on that for the nonce.
While I generally don’t like the stereotype of mobs of evil, in-bred hillbillies—always seemed a little offensive to rural people, to me—I have to admit it absolutely works here. They’re a lot more unsettling than the straight-up zombie skeletons that are also roaming around, because they’re almost human. And it’s not really explained how they got this way, either—there are a number of possibilities.
The main quest of the game is actually its weakest point, but that’s par for the course in Bethesda games. I still enjoyed infiltrating the cult.
The real strength of Bethesda has always been its environmental design, and is that ever on display here. There are a thousand little stories you can piece together from inspecting various aspects of world around you, and pretty much all of them are the stuff of nightmares. The Homestead Motel alone is terrifying.
I also like the puzzle to get into the sinister mansion, even though I had to look up how to do it online, which normally annoys me to no end.
All right, time to lay my cards on the table: yes, I know Point Lookout is actually an add-on for Fallout 3, which, while fun, is actually kind of a stupid game. The writing in the main game is abysmal, as Shamus Young has cataloged in meticulous detail.
The thing is, the general idiocy of Fallout 3 actually makes Point Lookout better. I wasn’t expecting to go from a relatively generic, incoherently-written post-apocalypse into a foggy swamp of psychosexual Lovecraftian horror. But that’s what happened, and the sheer surprise of it added to the fear.
It would, in my opinion, have been the ultimate horror-writer move to create Fallout 3 simply as a vehicle to get people to play Point Lookout. Fallout 3 is the red balloon, Point Lookout is Pennywise. I’ve said it a million times: the best horror doesn’t announce itself; rather, it sneaks in, presents itself as something unassuming and inviting, and then springs the trap. That was the way of M.R. James, and while he was an incredibly screwed-up person, he was a great horror writer. Because every time you start reading one of his stories, you think, This doesn’t seem so bad. And then…
Not that I think that’s what the designers set out to do. I’m pretty sure Bethesda didn’t take the trouble of getting the Fallout license just to mess with people. My point is just that this is how you deliver a good scary experience: first, change your audience’s expectations, so they’re not expecting to be scared.