Cohen owns every room in it
10 min read
By Eduardo Orellana ·
Irrational Games, 2007. Fort Frolic works because one man owns the exits, the radio, and the taste of the place. The level is his performance.
One villain is the architecture
Fort Frolic, in BioShock from Irrational Games in 2007, is the level people mean when they say the game has places. Sander Cohen owns it. He owns the exit, the radio, the sculptures made of people, the demand that you perform. Rapture is not short of villains who taunt you. Most of them are landlords. Cohen is the author of the floor plan.
A level with a strong theme and a weak owner is a district. You clear rooms. A level with an owner has a taste that repeats until you understand you are inside their work, not in a level editor. The atrium fight is choreography because he would have staged it. You are not hunting him for a long time. You are employed by him. That reversal is why the district sticks. If your villain can be swapped for another portrait without changing a room, the portrait is not load-bearing. Give them the exits.
One villain authors the whole district
Fort Frolic works because a single antagonist owns everything in it. Rapture is not short of memorable villains, and most of BioShock's major levels hand you an unstable local figure who taunts you over the radio, holds the keys to the area, and eventually forces a confrontation.
The roster includes Frank Fontaine the mob boss, Andrew Ryan the city's founder, Peach Wilkins the smuggler, and Dr. Steinman the plastic surgeon. Sander Cohen, the tortured artist, is the one who lingers longest in memory.
With his caked makeup and waxed mustache, Cohen is among the least stable people left alive down there. What separates him from the other local villains is reach. Fort Frolic is not simply the place where you happen to meet him. It reads as something he wrote.
That is the root of the level's reputation as one of the best stretches in BioShock. The enemies unnerve you, the layout holds together, the fights vary, and the bond between player and antagonist is unlike anything else in the game.
Cohen seizes the exit and the radio
The level opens by taking your route out and your voices of guidance away at the same time. Fort Frolic is Rapture's neon shopping and culture district, packed with record stores, tobacco shops, theaters and casinos. That is the sort of public entertainment that makes the drowned city feel like a society that failed, rather than a corridor maze.
You are supposed to be passing through, a brief stop between Arcadia and Hephaestus. Cohen commandeers the bathysphere instead, filling the exit with a giant rabbit mask and dancers, then commandeers the radio, cutting Atlas and Andrew Ryan out so that only his voice reaches you.
Losing the radio is the first real signal that everything here belongs to Cohen. The usual chain of command breaks. Nobody friendly is steering you and the city's founder is no longer the threat overhead. You are shut inside one man's private theater.
Every room keeps saying so. Shops and back rooms are stuffed with his ugly art, from plaster-cast families to dancers with their heads covered. The audio diaries are his, or they are about him. He sets the goals, calls the shots, and converts an entire commercial district into a stage.
Fleet Hall teaches the level's loop
The first errand is a tutorial dressed as an atrocity. Cohen sends you to Fleet Hall theater, where Kyle Fitzpatrick is strapped to a booby-trapped piano. Fitzpatrick tries to get free, and Cohen treats the resulting death as the opening note of the ritual the level runs on.
You are told to photograph the body, carry the picture back to the atrium, and slot it into a grotesque frame. A crossbow comes with it, but the weapon is not the point. The point is teaching.
Everything Fort Frolic will ask of you is in that one errand. Track down Cohen's former proteges, kill them, photograph the corpses, and mount them in his masterpiece.
Once the first photograph is in place, Cohen unlocks Poseidon Plaza. Up to now you have been penned into the atrium. From here the district is yours to roam.
A shopping mall makes open exploration readable
The level can drop its usual hand-holding because its architecture already explains itself. With Poseidon Plaza open, Fort Frolic turns unexpectedly loose. You pick the three targets off in whatever order you like, wander the shops, and go without the compass arrow that normally points straight at the answer.
A shopping mall is the reason that works. Huge signs, storefronts you can tell apart, and a plaza in the middle give you constant reference points. Finish with one shop, walk back to the center, pick a different doorway, and push further in.
Because the shape is familiar and legible, the designers could afford to take guidance away. Nobody is stranded in an abstract labyrinth. You are moving through a commercial space whose whole purpose was to be easy to navigate.
That produces the level's smartest tension. The building keeps you oriented while the enemies and the events inside it work overtime to make you feel anything but safe.
The splicers keep you off balance
Rather than reaching for tougher, faster enemies just because this is a late chapter, Fort Frolic casts enemies that behave like Cohen does.
Spider splicers, the ones that scuttle across ceilings, fill the mall. Down in the dim lower level, with BioShock's audio doing the heavy lifting, you usually hear them before you see them. The space feels inhabited well before anything steps into view.
The plaster splicers land even harder. Sinclair Spirits looks like a room decorated with plaster statues, and it also holds a valuable single-use weapon upgrade station. Use the station, turn back around, and one of the statues is standing somewhere new.
Jump scares wear out fast when a game leans on them, but this one earns its place by opening onto something quieter. The statues vanish afterward, and Poseidon Plaza fills with silent plaster figures. They never sing or shout or mutter the way other splicers do. Often the only warning is a ceiling tile cracking.
They can spawn at random behind your back, frozen mid-pose, frequently in rooms you already cleared. Other splicers here are set off by grabbing an upgrade or cracking a safe. The level keeps converting settled ground back into danger.
The dread has a pedigree. Fort Frolic was led by Jordan Thomas, the designer behind Robbing the Cradle in Thief: Deadly Shadows, still one of the most nerve-shredding levels anyone has built.
Three proteges, three kinds of scene
Cohen's hit list is really three different set pieces. Martin Finnegan is waiting in a frozen tunnel, playing with you by hiding among ice statues, so the room seeds suspicion before a single shot is fired.
Silas Cobb is the straightforward one. You cut through a pack of splicers and then deal with Cobb, which is as close as the trio gets to an ordinary shooter fight.
Hector Rodriguez breaks the pattern again. No brawl greets you. He turns up only after you reach a genuinely sad story beat that ties back into BioShock's larger plot.
All three finish identically, with a photograph placed on Cohen's artwork. The paths to those photographs have nothing in common, which is what keeps an open objective from collapsing into repetition.
You can also carry each picture back on its own or gather all three before returning. That small allowance is enough to make the level feel less like a task list and more like a place you are working through at your own pace.
The atrium fight is choreography
Once the third photograph is mounted, Cohen rewrites the rules. He floods the atrium with enemies, but the encounter is not the battle it appears to be.
It plays out over Tchaikovsky's "Waltz of the Flowers" from The Nutcracker, and the enemies have so little health that they drop almost on contact. You are not fighting your way out. You are giving Cohen a show.
The gag is that you have been cast in a grotesque ballet. Some players caught on and started timing wrench swings to the music, which is exactly the read the scene invites.
That is where Fort Frolic separates itself. It never settles for telling you Cohen is an artist. It folds your own violence into his aesthetic, so that the fighting, the score, the lighting, and the objectives are all one performance.
You work for the villain instead of hunting him
Cohen is not a boss you are building toward. You spend Fort Frolic assisting him, contributing to a murderous photography project and then performing for him in the atrium, rather than closing in on a showdown.
A spotlight tracks you as you move, lighting you the way a theater lights an actor. Even crossing the mall on some ordinary errand, you are inside his production.
When the fourth photograph goes up and the piece is finished, he does not lunge at you. He walks out, admires what the two of you made, hands over a prize, and lets you go.
Nothing else in BioShock does that. Cohen is close to the only living person in Rapture who stands out in the open in front of you, with no bulletproof glass between you and no intention of killing you.
Sparing Cohen is a decision the level earned
The choice at the end feels organic because the game never frames it as a choice. You can kill Cohen, and it is a hard fight, and it opens up more treasure. You can equally walk away and leave him breathing.
No prompt appears, no two labeled buttons. The decision simply sits in the situation. He is standing there, exposed enough to shoot, and he has just released you.
Andrew Ryan explains later that Cohen is starved for appreciation and has driven off everyone who would not endorse his vision. The way out of Fort Frolic is not slaughtering him and his followers. It is honoring that vision, however sick it is.
It lands because the level spent hours building the relationship it now tests. You performed for him, obeyed him, added to his artwork, and received his approval. Shooting him is still on the table. It is just no longer the only ending you can picture.
A shooter's verbs do the emotional work
The remarkable part is that none of this runs through dialogue. BioShock is a shooter. There is no branching conversation tree, no option to talk Cohen down.
Your vocabulary is guns, plasmids, a camera, looting, and moving through rooms that want you dead. Even the research camera exists mostly to make killing enemies easier later on.
Fort Frolic builds a different kind of antagonist out of exactly those verbs. You do kill people. Cohen is monstrous. And still, killing Cohen is optional, and he does not open fire on sight.
The restraint holds later, too. Find his apartment and he only turns on you if you disturb the dancing splicers. Leave the performance alone and you both walk away.
That is a sharp piece of design. Appreciation, collaboration, performance, and restraint all get expressed inside a system whose default answer to everything is a bullet.
What keeps this level in players' heads
Fort Frolic endures because every piece of it pulls in one direction. The mall grants freedom. The enemies withhold safety. The three targets vary the scenes. The music turns a firefight into a dance. The ending declines to be a boss fight at all unless you insist on making it one.
Above everything else, it lets you see Rapture the way Cohen sees it. You perform for him, build with him, and then rule on him, using nothing but the ordinary verbs of a first-person shooter.
That is what sets it apart from the rest of the game. It is not just a level with a good villain in it. It is a level where the villain's worldview rewrites your objectives, your movement, your combat, and your moral judgment.
Unsettling enemies, varied fights, a layout that carries its own signage, a relationship with an antagonist that nothing else copies, and a moral decision nobody had to announce. It is no wonder it is still one of the most talked-about stretches in the series.
Build it in Flockbay
In the Flockbay app, give one character control of the only door out, and make the rooms agree with their taste. Play until you do what they ask. If you are only shooting toward a boss door, they do not own the place. Move the door behind a demand.
An AI FPS maker and a first-person horror template can build the district. The ownership has to be in the brief.
Keep reading
- Rapture explains itself in the props
- A meter is not a moral choice
- Psychonauts is the mind levels
- Build a memorable first-person level with an AI first-person game maker
If one antagonist shapes your level, the only way to know whether it landed is to build it, play it, and see whether their voice really does reach every room.
More notes on designing levels