The bottom line
Fort Frolic is memorable because it turns the villain Sander Cohen into a collaborator, using only ordinary shooter mechanics. It shows that a game can build a rich relationship and an organic moral choice without dialogue or cutscenes.
Key takeaways
- Cohen's personality fills every part of the level. 0:39
- He hijacks your bathysphere and your radio, shutting off Atlas and Andrew Ryan.
- The shops hold his twisted art, and almost all the radio diaries are by or about him.
- Creepy, unpredictable enemies unsettle you inside a familiar mall layout. 3:27
- Plaster splicers are silent and spawn where you aren't looking, often in places you've already explored.
- They only appear if you use the gun upgrade station, so some players never see them.
- The quests make you perform in Cohen's show. 6:45
- The final wave is set to Tchaikovsky's "Waltz of the Flowers", and the enemies have little health so they die almost instantly.
- A spotlight follows you through the level, and some players timed wrench strikes to the music.
- Because you collaborate with Cohen, he lets you go, and sparing him is your own choice. 7:44
- You can kill him for a key to his other treasure, but there is no obvious moral button.
- Ryan says Cohen waits for someone to tell him he's still got it, which is why he let you live.
- All of this happens through basic shooter mechanics. 8:35
- BioShock has no dialogue system, so you interact only by shooting.
- In his apartment, Cohen attacks only if you disrupt his dancing splicers.
You don't fight Sander Cohen, you collaborate with him on his snuff photography project, and perform for him on this deadly dance.
Mark Brown
Chapter summaries
0:00 Cohen takes over Fort Frolic
Sander Cohen is the most unhinged of Rapture's villains, and he runs Fort Frolic by setting your goals.
- Most levels have a taunting psychopath, and Cohen stands out among them 0:02
- Each villain taunts you over the radio, then fights you in a boss battle.
- The others are Frank Fontaine, Andrew Ryan, Peach Wilkins and Dr Steinman.
- Cohen is the "tortured artist", with pancaked makeup and a waxy moustache.
- Fort Frolic is meant to be a short stopover between Arcadia and Hephaestus.
- Cohen's first job teaches you the whole level's routine 2:13
- At Fleet Hall theatre, Kyle Fitzpatrick is strapped to a booby-trapped piano.
- You photograph his body, place the photo in a frame in the atrium and get a crossbow.
- The rest of the level repeats this: find three protégés, murder them, photograph them, frame the pictures.
2:52 An open mall with unsettling enemies
Once the level opens up, a familiar mall layout makes the strange enemies stand out.
- The level opens up and leaves you to explore 2:52
- You can take the three targets in any order.
- The compass arrow disappears, so you stumble upon the men while exploring shops.
- Big signs and a sensible mall layout orient you. You return to the central area, then pick somewhere new.
- The enemies unsettle you through sound and surprise 3:44
- Spider splicers scuttle on the ceiling, and you hear them before you see them.
- In Sinclair Spirits, six plaster statues stand around. You use the upgrade station, turn around and get a jump scare.
- The statues then vanish and the plaza fills with plaster splicers.
- Plaster splicers announce themselves only by cracking ceiling tiles.
- Other splicers trigger only if you pick up upgrades or loot safes.
5:37 Three targets and a finished piece
| Martin Finnegan | Silas Cobb | Hector Rodriguez | |
|---|---|---|---|
| Encounter | Psych-out ambush | Traditional battle | No battle |
| What happens | Hides among ice statues | Splicer group, then Cobb | Appears after a story moment |
| Feels like | Paranoia | Combat | Narrative payoff |
Cohen's quest gives each kill a different feel, and finishing it earns you his respect instead of his bullets.
- Each of the three targets plays differently. 5:52
- Finnegan hides among ice statues in a frozen tunnel.
- Cobb is a traditional fight against a group of splicers.
- Rodriguez has no battle. He appears only after a poignant story moment that ties into the larger BioShock plot.
- You can place each photo as you go or collect all three first. Each placed picture grants a reward.
- Cohen lets you go because you finished his piece. 7:22
- After the fourth photo he appears, admires your joint effort and gives you a prize.
- He is one of the only humans in Rapture who just stands there, not trying to kill you.
- He stands in the open, not behind bulletproof glass.
- He offers one of my lesser works as a token of our time together.
8:35 A relationship told through shooting
Respecting Cohen's art is what gets you out, and it leaves the final judgment of him to you.
- You leave Fort Frolic by respecting his vision, not by murdering him. 8:17
- Cohen fears being unappreciated and has pushed away anyone who disagreed with his ideals.
- Respect works as a way past him, however twisted his art is.
- The only tools are bullets, bees or a camera that makes murder easier.
- His other attacks stay tied to respect for his art, as the splicers' dance shows.
- The ending leaves you to judge him. 9:47
- You saw the world through his eyes, performed for him and collaborated with him.
- You ask: does he deserve to die, or do you feel sympathy?
- You also ask: Is he any worse than you?
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Explains why BioShock's Fort Frolic level is so memorable: one antagonist shapes the whole level, the enemies unsettle the player, and a relationship is told through ordinary shooter mechanics. The example worth watching is Sander Cohen, who turns a murder quest and a wave fight into a collaboration and a dance, then lets you live.
More from Game Maker's Toolkit · The whole library, and ask it anything