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Why We Remember Bioshock's Fort Frolic

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Game Maker's Toolkit11:13Open on YouTube
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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

Cohen's first job teaches the level's whole routine
The piano murder is a tutorial: the rest of Fort Frolic repeats find, kill, photograph, frame three more times.

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

Each of Cohen's three targets plays completely differently
Martin FinneganSilas CobbHector Rodriguez
EncounterPsych-out ambushTraditional battleNo battle
What happensHides among ice statuesSplicer group, then CobbAppears after a story moment
Feels likeParanoiaCombatNarrative payoff
One quest structure covers an ambush, a straight fight and a story beat, so the repetition never feels repetitive.

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

Transcript130 lines
0:02

The city of Rapture is filled with freaks and weirdos. Most of the major levels in Bioshock feature some psychopathic villain who taunts you over the radio, and then tries to kill you in a climactic boss fight. DR. STEINMAN: Ugly! Ugly! There's mob boss Frank Fontaine and the city's founder, Andrew Ryan. There's the smuggler Peach Wilkins, and the plastic surgeon Dr Steinman. But there's one who stands out amongst the rest: the tortured artist Sander Cohen. This gross dude - with his pancaked makeup and waxy moustache - is perhaps the most unhinged of them all. And more than any other character, Cohen dominates his level, Fort Frolic.

0:46

This part of the game is often held up as one of the best in Bioshock 1, if not the whole series. So in this video I want to look closely at Sander Cohen and Fort Frolic, and figure out why they became so beloved. This is Game Maker's Toolkit, I'm Mark Brown, and welcome... SANDER COHEN: To an evening with Sander Cohen. Fort Frolic is Rapture's neon-lit shopping and culture district which houses record stores, tobacco shops, theatres, and casinos. It's meant to be a short stopover on your journey from Arcadia to Hephaestus, but Sander Cohen hijacks your bathysphere - replacing it with a giant rabbit mask and cirque-du-soleil dancers.

1:31

And he hijacks your radio, too, shutting off Atlas and Andrew Ryan. SANDER COHEN: Atlas, Ryan. Atlas, Ryan. Time was, you could get something decent on the radio. The radio is one example of how Fort Frolic is all about Sander Cohen. Also, the shops and rooms are filled with his twisted artwork, including a plaster cast family, and ballet dancers with bin bags on their heads. Plus, almost all of the radio diaries are by, or about Cohen.

2:04

SANDER COHEN: Of all the worthy artists in rapture, why you continue to devote column inches to this musical gremlin is beyond my imagination. And, of course, he calls the shots and sets your goals, and your first job is to go to Fleet Hall theatre. Here you'll meet Kyle Fitzpatrick, a poor sap strapped to a booby trapped piano. He tries to escape and... Cohen asks you to photograph Fitzpatrick's body, then return to the atrium and place it in a creepy photo frame. You're rewarded with a crossbow.

2:41

This provides a nice tutorial for what you'll be doing in the rest of Fort Frolic, because Cohen asks you to hunt down three of his protégés, murder them, take their picture, and put them on the frame. He then opens up the door to Poseidon Plaza and now, after being trapped in the atrium, the entirety of Fort Frolic is open to you. You can wander as you see fit, take on the three targets in any order you like, and that cheeky compass arrow disappears so you have to explore the shops on your own, and simply stumble upon the three men.

3:12

Before we get to them, let's talk about Poseidon Plaza. For one, the level makes good use of massive signs and the sensible layout of a shopping mall to help orientate the player. After exploring a shop you'll return to the central area, then find somewhere new to explore. But while the architecture is helpful and familiar, the enemies aim to destabilise you. Instead of picking stronger or faster enemies for the seventh level in the game, Fort Frolic matches Cohen's unhinged personality with creepy and unpredictable foes.

3:44

The mall is crawling with spider splicers - the ones that scuttle about on the ceiling. And with the dark recesses of the mall's lower floor and the game's excellent audio design you're more likely to hear these enemies than see them. SPLICER: Come on! I just wanna talk to somebody! That's not the case for the plaster splicers. So you go to Sinclair Spirits and there are six plaster statues of splicers. Which are pretty creepy. There's another one here and one on the chair here.

4:20

And a gun upgrade station! These are very valuable as they're one use only and there aren't many in the game so you use it, and you turn around, and oh my god. Okay, jump scares are a bit cheap but when used sparingly they're powerful. And things are much more subtle from there. All those statues are now gone and Poseidon Plaza is now crawling with the creepiest enemy in the game. These splicers don't cackle and chatter and sing and yell. They're silent. The only way you'll hear them is if you hear ceiling tiles cracking and falling.

4:55

And plaster splicers are programmed to randomly spawn where you're not looking, in static, statuesque poses and likely in a place where you've already explored. And they get you in this basement too - wade through the water, get these items, turn around and - yeah. Spooky. And the funny thing is that they only spawn if you use that gun upgrade station, and you'll never see them if you don't. Other splicers trigger only if you pick up upgrades or only if you loot safes. They have a habit of catching you unaware.

5:27

This general air of creepiness is not surprising when you learn that Fort Frolic is designed primarily by a man named Jordan Thomas, who made the infamously creepy Robbing the Cradle level in Thief 3. LAURYL: I can hear you breathing. Nobody here in the Cradle does that anymore. Anyway, back to our quest. The three men you have to kill give you three very different encounters. Martin Finnegan is in the frozen tunnel and he psyches you out by hiding amongst a group of ice statues. Silas Cobb offers a more traditional battle, as you fight off a bunch of splicers before offing Cobb himself. And Hector Rodriguez has no big battle - but he only appears after you hit a poignant narrative moment, that ties into the larger BioShock story.

6:16

Each time you take their picture and place it on Cohen's artwork - you can go back and forth or just collect all three pictures and then return them in one go. Up to you. But each picture you place grants you a reward. Though, after the third picture, Cohen takes a turn and throws a bunch of enemies at you. This isn't quite what it seems, though. For one, it's set to music - Tchaikovsky’s “Waltz of the Flowers” from The Nutcracker - and the enemies have purposefully been given very little health so they die almost instantly.

6:45

You realise that you're putting on a show for Cohen, performing a twisted ballet. According to Thomas, some "players did pick up on the joke and, despite being creeped out by the level, would time their wrench strikes to go with each crescendo, recognising that they were being asked to dance". And I think this is what really makes Cohen's level so interesting. You don't fight Sander Cohen - you collaborate with him on his snuff photography project, and perform for him on this deadly dance. And throughout the level, a spotlight chases you, lighting you up like a theatrical actor. You're always part of his show.

7:22

And so, after placing the fourth photo and finishing the piece, Cohen doesn't try and gun you down like all the other antagonists in Bioshock. He appears, he admires your joint efforts, he awards you a prize, and he lets you go on your way. He's one of the only humans in Rapture who just... stands there. Not behind bulletproof glass and not trying to kill you. You can kill him. The fight's hard but you'll get a key to his other treasure. Or you can leave him be. And there isn't some obvious press this button or press that button moral choice that you might get in a completely different game like... uh... Bioshock.

7:58

Sander Cohen is different to the other bosses. Later, Andrew Ryan says... ANDREW RYAN: And now, he rots in that never-land, waiting for someone to come and tell him he's still got it. I suppose that's why he let you live. Cohen is afraid of not being appreciated, and he has pushed away anyone who didn't see eye to eye with his vision and his ideals. And so you bypass him, and exit Fort Frolic, not by murdering him and his goons - but by respecting his artistic vision. No matter how twisted it is.

8:35

And this relationship with Cohen doesn't happen in a cutscene, but through the game's most basic mechanics. And, remember, Bioshock is a shooter. It doesn't have a dialogue system where you can talk the murderous psychopath around with logic or pheromones. This is a game where you interact exclusively through shooting things with bullets or bees, or maybe a camera you got earlier in the game that makes it easier to murder things.

9:00

And so yes, the game involves violence and yes you have to kill people. But you don't have to kill Sander and he doesn't try to kill you. SANDER COHEN: Oh yes, you may avail yourself of one of my lesser works as a token of our time together. Even later in the game, if you happen to find his apartment, he'll only attack you if you disrupt these dancing splicers. SANDER COHEN: Don't dare rattle their rhythm! If you respect his art and leave him be, you and Sander Cohen will go your separate ways.

9:33

So with Sander Cohen, and in Fort Frolic, Bioshock managed to find a very different way to explore a very different type of antagonist. You got to see the world through his eyes. You had to perform for him. You got to collaborate with him. All through the usual mechanics of killing and mayhem. And then, at the end, you got to make a choice. Does he deserve to die for what's he done? Or do you have some sympathy for him? Is he any worse than you?

10:00

And with all that - the creepy enemies, the varied encounters, the smart level design, a unique relationship with an antagonist told through shooter mechanics, and an organic moral choice - I don't think it's any surprise why Fort Frolic has cemented itself as one of the most memorable parts of the entire Bioshock series. SANDER COHEN: Now... GO. Thanks for watching. You can help the show by liking the video, commenting on it, subscribing to my channel, and - of course - supporting the show on Patreon. Here are this month's top tier supporters.