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BioShock 2: Minerva's Den

BioShock 2: Minerva's Den is a single-player downloadable content (DLC) campaign for the 2010 first-person shooter game BioShock 2, developed by 2K Marin and published by 2K Games. The player assumes the role of Subject Sigma, an armored and genetically modified human, or "Big Daddy"; Sigma must travel through Minerva's Den, the technological hub of the underwater city of Rapture, to download a schematic of the city's supercomputer. Gameplay is similar to that of BioShock 2, with new enemies and weapons.

BioShock 2: Minerva's Den
Developer(s)2K Marin
Publisher(s)2K Games
Designer(s)Steve Gaynor
Composer(s)Garry Schyman
SeriesBioShock
EngineUnreal Engine 2.5
Platform(s)
Release
August 31, 2010
  • PlayStation 3, Xbox 360
    • WW: August 23, 2010
    Microsoft Windows
    • WW: May 31, 2011
    Mac OS X
    • WW: March 29, 2012
    PlayStation 4, Xbox One
    • NA: September 13, 2016
    • AU: September 15, 2016
    • WW: September 16, 2016
Genre(s)First-person shooter
Mode(s)Single-player

Minerva's Den was created by a small team within 2K Marin led by Steve Gaynor, who partly based the setting on ideas he discussed in his hiring interview. The team decided upon a small, personal story about identity and free will, which explores an unseen part of the underwater city of Rapture. Minerva's Den was initially released for PlayStation 3 and Xbox 360 consoles in August 2010, and was later released and reissued on other platforms. It was well received by critics, who praised its story, characters, and gameplay; reviewers, including those writing for Kotaku and Paste, considered it one of the best video game expansions of all time. The experience of creating a small, story-focused project inspired Gaynor and other 2K employees to form The Fullbright Company and create Gone Home (2013).

Gameplay edit

Like BioShock 2, Minerva's Den is a first-person shooter game. The story takes place in the underwater city of Rapture in 1968,[1] eight years after the events of BioShock and concurrent with the events of BioShock 2's story mode, in the technological district of Minerva's Den.[2] The player character, Subject Sigma, is a Big Daddy, a person fused with an armored diving suit.[1] The player must work with the scientist Charles Milton Porter to acquire the plans of his creation, a supercomputer known as the Thinker, and escape Rapture.[3] Opposing the player are enemies known as splicers—Rapture's residents who overused genetic modifications[4]—along with other Big Daddies and automated security.[3] The game can be completed in between three and five hours.[5][6]

The gameplay of Minerva's Den is similar to that of BioShock 2. The player uses similar weapons and plasmids (genetic modifications that grant superpowers)[7][8] but obtains them in a different order,[3] with an increased emphasis on hacking security.[3] The expansion adds new items, including the Ion Lance, a laser weapon wielded by Minerva's Den's Lancer Big Daddies,[9] and the Gravity Well plasmid, which stuns and pulls enemies towards a vortex. New enemies include security robots armed with rockets or laser weapons, flame-wielding Brute Splicers, and ice-throwing Houdini Splicers.[3][9][10]

Plot edit

Subject Sigma is guided by the voice of Charles Milton Porter as he approaches Minerva's Den, Rapture's central computer core. Porter wants to reach his supercomputer, the Thinker, to retrieve its blueprints so he can recreate it on the surface.[9] Sigma is opposed by Porter's former colleague Reed Wahl,[11] whom Porter warns has become insane from splicing and his obsession with the Thinker.[9]

After becoming disillusioned with his role in World War II and the loss of his wife Pearl in The Blitz, Porter traveled to Rapture to pursue his dreams of creating artificial intelligence.[12] While initially working together, Porter and Wahl each wanted to use the Thinker for their own ends. Porter attempted to recreate Pearl by emulating her personality with the Thinker, while Wahl believed he could program the computer to predict the future.[13] Wahl betrayed Porter to Rapture's secret police to keep the Thinker for himself.[11] Minerva's Den has been cut off from the rest of Rapture, and its scientists, who have taken to splicing, attack Sigma.[14]

As Sigma progresses, the environment becomes increasingly threatening due to the Thinker's sophisticated defense system and interference from Wahl and his forces. Sigma reaches the Thinker's core where he confronts and kills Wahl.[11] Sampling Sigma's DNA to print out its schematics, the Thinker reveals Sigma's true identity as Porter, who was turned into a Big Daddy after being handed over to Rapture's authorities.[11] Porter's "instructions" throughout the game actually came from the Thinker, imitating the voice of one of its creators.[15] The final sequence of the game contains no combat; the player walks through Porter's living quarters, where he obsessed over digitally recreating his wife.[13] Sigma and the scientist Brigid Tenenbaum return to the surface in a bathysphere; Tenenbaum is able to undo Sigma's programming and restore Porter's original human body. Porter visits his wife's grave and leaves a letter in which he apologizes for trying to bring her back using the Thinker, and says he has decided to let her go.[11]

Development edit

 
Steve Gaynor (second from left), Johnnemann Nordhagen (third) and Karla Zimonja (fourth) were members of the team that developed Minerva's Den

Development of the Minerva's Den downloadable content (DLC) began after the completion of BioShock 2. Steve Gaynor and a team of nine other full-time workers were tasked with creating a three-to-five-hour, single-player experience;[16] Gaynor served as lead designer and writer, having worked as a level designer for BioShock 2 and on story elements such as dialogue and audio diaries—scattered logs that reveal backstory while players explore.[17][18] The names of the development team were given to slugs scattered around the game's levels as an Easter egg.[16] The development team were limited in what form the DLC could take and had to reuse as many assets as possible; Gaynor recalled the constraints of limited time and resources was a blessing in disguise.[19] Though many companies would treat DLC as a "cash grab" with less development time and lowered expectations, Gaynor felt these constraints also enabled more creative risks to be taken.[5] With such a small team, the staff collaborated without remaining in segregated roles; according to Gaynor, "It has to be organic as possible, and when someone has something that's not necessarily their primary responsibility but they have a passion for it and ideas for it ... I think you have to take advantage of that".[17]

While being interviewed for his job at 2K Marin, Gaynor had been asked to propose a potential BioShock level. Gaynor recalled suggesting a story focusing on Rapture's computer core and a character splicing to become more intelligent. During BioShock 2's development, the level designers suggested the possibility that technology from Rapture created a primitive artificial intelligence (A.I.) that would lead to the development of SHODAN, an A.I. that appears in the video game System Shock. When developing ideas for what would become Minerva's Den, Gaynor suggested merging the ideas, using a story about Rapture's computer core and a "steampunk" A.I., drawing from SHODAN's multiple identities and impersonations.[20] Gaynor wanted the content to fit both the world of BioShock and the historical era in which it takes place. When the developers decided to focus on Rapture's computer technology, they based it on the early computing age spurred by work done during World War II, including the work of Alan Turing and the cryptographers at Bletchley Park.[21] Gaynor reasoned that Rapture advanced using genetic technology, but the residents of Rapture explored other technological dead ends, including areas devoted to robotics and automation in Minerva's Den.[17]

Contrasting the long development and narrative of the main game with those of Minerva's Den, Gaynor said that he enjoyed the opportunity to tell a shorter story where players understood the characters.[22] According to Gaynor:

We could take the themes of BioShock that are native to Rapture and make them relevant to the specific fiction of Minerva's Den. When you have a super computer that can do a million calculations a second, how does that fit into the ideas of free will and predestination and fate, and choice, that BioShock is built on?[13]

Gaynor wanted to adapt the grand themes of BioShock to tell a different story about loss and changing the past that focused on a single character, Porter, who forms the "heart" of the game.[13][23] Gaynor felt the final gameplay sequence, in which the player walks through Porter's living space, was important to give players time to reflect on the character's journey.[13] He resisted calls to make the interesting environment a place for combat.[5]

To prevent players of BioShock 2 from feeling Minerva's Den's gameplay was repetitive, 2K Marin tried to present a different experience within the narrative's constraints. Shadowy level design and more dangerous enemies were crafted to give a subtle survival horror feel; the team also adjusted the order in which players receive equipment and plasmids to encourage them to interact with the environment, rather than simply using aggression.[17]

Release edit

Minerva's Den was announced as the final piece of BioShock 2 DLC in August 2010.[24] Minerva's Den is the only expansion for the game to offer new single-player experiences.[25] The DLC was released on August 31 for PlayStation 3 and Xbox 360 consoles,[26] with minimal promotion.[17] Initially, there were no plans to release Minerva's Den and other BioShock 2 DLC for personal computers (PCs)[27][28] but 2K later resumed development of the PC ports, and Minerva's Den was released for Microsoft Windows in 2011 and for OS X in 2015.[29][30]

With the closure of the Games for Windows Live Marketplace in August 2013, BioShock 2 and all of its DLC was released on Steam in October 2013. The game was updated to support Steam achievements, Big Picture mode, and controllers. Minerva's Den was free for players who owned BioShock 2 before the update.[31][32][33] In January 2013, Minerva's Den and the rest of BioShock 2 were rereleased in a bundle with BioShock as BioShock: Ultimate Rapture Edition.[34] Minerva's Den was also included in the remastered 2016 BioShock compilation BioShock: The Collection, which has been released for Windows, PlayStation 4, Xbox One, and Nintendo Switch.[11][35]

Reception and legacy edit

Minerva's Den received generally favorable reviews, according to review aggregator Metacritic.[37] The Daily Telegraph praised Minerva's Den after the lackluster BioShock 2 DLC that preceded it,[9] and Eurogamer and IGN called it an excellent finale story for the setting of Rapture.[3][34] Minerva's Den has been called one of the greatest DLC expansions of all time.[2][41][42][43]

Critics said Minerva's Den plays much the same as BioShock 2[2][6][44] but welcomed the new additions to gameplay.[39] Several reviewers felt the expansion offered a complete, concentrated BioShock 2 experience;[40][45] Rock, Paper, Shotgun wrote Minerva's Den "hits the key beats of the ideas behind BioShock—manipulation, twisted technology, distorted values, ambition and folly—and it weaves all that into the improved combat system that, for some, makes BioShock 2 the superior of BioShock 1".[44] Kotaku and Engadget found aspects of the gameplay repetitive, such as the reuse of "tedious" elements from the base game, and the need to perform certain gameplay sequences repeatedly.[46][45]

Reviewers praised the narrative of Minerva's Den.[3][9][39] GamesRadar's Andrew Heyward said the story makes Minerva's Den a "must-play extension" of the game's universe,[6] and GameSpot's Kevin VanOrd wrote that while the setup for the expansion is familiar to BioShock players—voices on the radio telling the player where to go—the appeal lies with its "personal nature" and Porter's character.[40] Reviews from GameSpot and Eurogamer considered Wahl a weak villain, but Porter a compelling protagonist.[13][40] The video game theorist Robert Gallagher praised the game as a thoughtful and complex examination of themes of technology and humanity, and evidence that video games could explore such topics well.[47]

The game's twist ending was positively received;[2][9][11] VanOrd called it "surprising from a plot perspective and thematically consistent with prior BioShock revelations"[40] though Engadget said that while the twist applies a retroactive motivation for the characters, it comes at the expense of the player's link to Subject Sigma.[45] Kotaku's Heather Alexandra contrasted the twist with those of BioShock and BioShock Infinite, writing, "[those] games want to impress you. Minerva's Den wants to move you."[11] Several reviewers felt the expansion's story stronger than that of BioShock 2.[6][9]

Gaynor credited the positive experience with a small development team for changing his perception of creating games.[22] Gaynor later joined Irrational Games, and his resulting dissatisfaction with the sprawling development of BioShock Infinite led Gaynor and two other Minerva's Den developers to start their own game studio, The Fullbright Company.[22][48] Fullbright developed the acclaimed game Gone Home, which shares Minerva's Den's nonlinear exploration and character focus.[5][49] The final non-combat exploration sequence of Minerva's Den served as a template for Gone Home.[5]

References edit

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  47. ^ Ricchiuto, Madeline (October 18, 2017). ""I Don't Want To Work On Stuff That's This Huge Anymore" – Steve Gaynor On Why He Left Bioshock Infinite". Bleeding Cool. Avatar Press. from the original on November 10, 2019. Retrieved November 16, 2019.
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External links edit

  • Official website
  • (archived)

bioshock, minerva, single, player, downloadable, content, campaign, 2010, first, person, shooter, game, bioshock, developed, marin, published, games, player, assumes, role, subject, sigma, armored, genetically, modified, human, daddy, sigma, must, travel, thro. BioShock 2 Minerva s Den is a single player downloadable content DLC campaign for the 2010 first person shooter game BioShock 2 developed by 2K Marin and published by 2K Games The player assumes the role of Subject Sigma an armored and genetically modified human or Big Daddy Sigma must travel through Minerva s Den the technological hub of the underwater city of Rapture to download a schematic of the city s supercomputer Gameplay is similar to that of BioShock 2 with new enemies and weapons BioShock 2 Minerva s DenDeveloper s 2K MarinPublisher s 2K GamesDesigner s Steve GaynorComposer s Garry SchymanSeriesBioShockEngineUnreal Engine 2 5Platform s PlayStation 3Xbox 360Microsoft WindowsMac OS XPlayStation 4Xbox OneNintendo SwitchReleaseAugust 31 2010 PlayStation 3 Xbox 360WW August 23 2010Microsoft WindowsWW May 31 2011Mac OS XWW March 29 2012PlayStation 4 Xbox OneNA September 13 2016AU September 15 2016WW September 16 2016Genre s First person shooterMode s Single player Minerva s Den was created by a small team within 2K Marin led by Steve Gaynor who partly based the setting on ideas he discussed in his hiring interview The team decided upon a small personal story about identity and free will which explores an unseen part of the underwater city of Rapture Minerva s Den was initially released for PlayStation 3 and Xbox 360 consoles in August 2010 and was later released and reissued on other platforms It was well received by critics who praised its story characters and gameplay reviewers including those writing for Kotaku and Paste considered it one of the best video game expansions of all time The experience of creating a small story focused project inspired Gaynor and other 2K employees to form The Fullbright Company and create Gone Home 2013 Contents 1 Gameplay 2 Plot 3 Development 4 Release 5 Reception and legacy 6 References 7 External linksGameplay editSee also BioShock 2 Gameplay Like BioShock 2 Minerva s Den is a first person shooter game The story takes place in the underwater city of Rapture in 1968 1 eight years after the events of BioShock and concurrent with the events of BioShock 2 s story mode in the technological district of Minerva s Den 2 The player character Subject Sigma is a Big Daddy a person fused with an armored diving suit 1 The player must work with the scientist Charles Milton Porter to acquire the plans of his creation a supercomputer known as the Thinker and escape Rapture 3 Opposing the player are enemies known as splicers Rapture s residents who overused genetic modifications 4 along with other Big Daddies and automated security 3 The game can be completed in between three and five hours 5 6 The gameplay of Minerva s Den is similar to that of BioShock 2 The player uses similar weapons and plasmids genetic modifications that grant superpowers 7 8 but obtains them in a different order 3 with an increased emphasis on hacking security 3 The expansion adds new items including the Ion Lance a laser weapon wielded by Minerva s Den s Lancer Big Daddies 9 and the Gravity Well plasmid which stuns and pulls enemies towards a vortex New enemies include security robots armed with rockets or laser weapons flame wielding Brute Splicers and ice throwing Houdini Splicers 3 9 10 Plot editSubject Sigma is guided by the voice of Charles Milton Porter as he approaches Minerva s Den Rapture s central computer core Porter wants to reach his supercomputer the Thinker to retrieve its blueprints so he can recreate it on the surface 9 Sigma is opposed by Porter s former colleague Reed Wahl 11 whom Porter warns has become insane from splicing and his obsession with the Thinker 9 After becoming disillusioned with his role in World War II and the loss of his wife Pearl in The Blitz Porter traveled to Rapture to pursue his dreams of creating artificial intelligence 12 While initially working together Porter and Wahl each wanted to use the Thinker for their own ends Porter attempted to recreate Pearl by emulating her personality with the Thinker while Wahl believed he could program the computer to predict the future 13 Wahl betrayed Porter to Rapture s secret police to keep the Thinker for himself 11 Minerva s Den has been cut off from the rest of Rapture and its scientists who have taken to splicing attack Sigma 14 As Sigma progresses the environment becomes increasingly threatening due to the Thinker s sophisticated defense system and interference from Wahl and his forces Sigma reaches the Thinker s core where he confronts and kills Wahl 11 Sampling Sigma s DNA to print out its schematics the Thinker reveals Sigma s true identity as Porter who was turned into a Big Daddy after being handed over to Rapture s authorities 11 Porter s instructions throughout the game actually came from the Thinker imitating the voice of one of its creators 15 The final sequence of the game contains no combat the player walks through Porter s living quarters where he obsessed over digitally recreating his wife 13 Sigma and the scientist Brigid Tenenbaum return to the surface in a bathysphere Tenenbaum is able to undo Sigma s programming and restore Porter s original human body Porter visits his wife s grave and leaves a letter in which he apologizes for trying to bring her back using the Thinker and says he has decided to let her go 11 Development edit nbsp Steve Gaynor second from left Johnnemann Nordhagen third and Karla Zimonja fourth were members of the team that developed Minerva s Den Development of the Minerva s Den downloadable content DLC began after the completion of BioShock 2 Steve Gaynor and a team of nine other full time workers were tasked with creating a three to five hour single player experience 16 Gaynor served as lead designer and writer having worked as a level designer for BioShock 2 and on story elements such as dialogue and audio diaries scattered logs that reveal backstory while players explore 17 18 The names of the development team were given to slugs scattered around the game s levels as an Easter egg 16 The development team were limited in what form the DLC could take and had to reuse as many assets as possible Gaynor recalled the constraints of limited time and resources was a blessing in disguise 19 Though many companies would treat DLC as a cash grab with less development time and lowered expectations Gaynor felt these constraints also enabled more creative risks to be taken 5 With such a small team the staff collaborated without remaining in segregated roles according to Gaynor It has to be organic as possible and when someone has something that s not necessarily their primary responsibility but they have a passion for it and ideas for it I think you have to take advantage of that 17 While being interviewed for his job at 2K Marin Gaynor had been asked to propose a potential BioShock level Gaynor recalled suggesting a story focusing on Rapture s computer core and a character splicing to become more intelligent During BioShock 2 s development the level designers suggested the possibility that technology from Rapture created a primitive artificial intelligence A I that would lead to the development of SHODAN an A I that appears in the video game System Shock When developing ideas for what would become Minerva s Den Gaynor suggested merging the ideas using a story about Rapture s computer core and a steampunk A I drawing from SHODAN s multiple identities and impersonations 20 Gaynor wanted the content to fit both the world of BioShock and the historical era in which it takes place When the developers decided to focus on Rapture s computer technology they based it on the early computing age spurred by work done during World War II including the work of Alan Turing and the cryptographers at Bletchley Park 21 Gaynor reasoned that Rapture advanced using genetic technology but the residents of Rapture explored other technological dead ends including areas devoted to robotics and automation in Minerva s Den 17 Contrasting the long development and narrative of the main game with those of Minerva s Den Gaynor said that he enjoyed the opportunity to tell a shorter story where players understood the characters 22 According to Gaynor We could take the themes of BioShock that are native to Rapture and make them relevant to the specific fiction of Minerva s Den When you have a super computer that can do a million calculations a second how does that fit into the ideas of free will and predestination and fate and choice that BioShock is built on 13 Gaynor wanted to adapt the grand themes of BioShock to tell a different story about loss and changing the past that focused on a single character Porter who forms the heart of the game 13 23 Gaynor felt the final gameplay sequence in which the player walks through Porter s living space was important to give players time to reflect on the character s journey 13 He resisted calls to make the interesting environment a place for combat 5 To prevent players of BioShock 2 from feeling Minerva s Den s gameplay was repetitive 2K Marin tried to present a different experience within the narrative s constraints Shadowy level design and more dangerous enemies were crafted to give a subtle survival horror feel the team also adjusted the order in which players receive equipment and plasmids to encourage them to interact with the environment rather than simply using aggression 17 Release editMinerva s Den was announced as the final piece of BioShock 2 DLC in August 2010 24 Minerva s Den is the only expansion for the game to offer new single player experiences 25 The DLC was released on August 31 for PlayStation 3 and Xbox 360 consoles 26 with minimal promotion 17 Initially there were no plans to release Minerva s Den and other BioShock 2 DLC for personal computers PCs 27 28 but 2K later resumed development of the PC ports and Minerva s Den was released for Microsoft Windows in 2011 and for OS X in 2015 29 30 With the closure of the Games for Windows Live Marketplace in August 2013 BioShock 2 and all of its DLC was released on Steam in October 2013 The game was updated to support Steam achievements Big Picture mode and controllers Minerva s Den was free for players who owned BioShock 2 before the update 31 32 33 In January 2013 Minerva s Den and the rest of BioShock 2 were rereleased in a bundle with BioShock as BioShock Ultimate Rapture Edition 34 Minerva s Den was also included in the remastered 2016 BioShock compilation BioShock The Collection which has been released for Windows PlayStation 4 Xbox One and Nintendo Switch 11 35 Reception and legacy editReceptionAggregate scoreAggregatorScoreMetacriticPS3 81 100 36 X360 82 100 37 Review scoresPublicationScoreGame Informer85 100 39 GameSpot8 5 10 40 GamesRadar 9 10 6 PC Gamer US 81 100 38 Minerva s Den received generally favorable reviews according to review aggregator Metacritic 37 The Daily Telegraph praised Minerva s Den after the lackluster BioShock 2 DLC that preceded it 9 and Eurogamer and IGN called it an excellent finale story for the setting of Rapture 3 34 Minerva s Den has been called one of the greatest DLC expansions of all time 2 41 42 43 Critics said Minerva s Den plays much the same as BioShock 2 2 6 44 but welcomed the new additions to gameplay 39 Several reviewers felt the expansion offered a complete concentrated BioShock 2 experience 40 45 Rock Paper Shotgun wrote Minerva s Den hits the key beats of the ideas behind BioShock manipulation twisted technology distorted values ambition and folly and it weaves all that into the improved combat system that for some makes BioShock 2 the superior of BioShock 1 44 Kotaku and Engadget found aspects of the gameplay repetitive such as the reuse of tedious elements from the base game and the need to perform certain gameplay sequences repeatedly 46 45 Reviewers praised the narrative of Minerva s Den 3 9 39 GamesRadar s Andrew Heyward said the story makes Minerva s Den a must play extension of the game s universe 6 and GameSpot s Kevin VanOrd wrote that while the setup for the expansion is familiar to BioShock players voices on the radio telling the player where to go the appeal lies with its personal nature and Porter s character 40 Reviews from GameSpot and Eurogamer considered Wahl a weak villain but Porter a compelling protagonist 13 40 The video game theorist Robert Gallagher praised the game as a thoughtful and complex examination of themes of technology and humanity and evidence that video games could explore such topics well 47 The game s twist ending was positively received 2 9 11 VanOrd called it surprising from a plot perspective and thematically consistent with prior BioShock revelations 40 though Engadget said that while the twist applies a retroactive motivation for the characters it comes at the expense of the player s link to Subject Sigma 45 Kotaku s Heather Alexandra contrasted the twist with those of BioShock and BioShock Infinite writing those games want to impress you Minerva s Den wants to move you 11 Several reviewers felt the expansion s story stronger than that of BioShock 2 6 9 Gaynor credited the positive experience with a small development team for changing his perception of creating games 22 Gaynor later joined Irrational Games and his resulting dissatisfaction with the sprawling development of BioShock Infinite led Gaynor and two other Minerva s Den developers to start their own game studio The Fullbright Company 22 48 Fullbright developed the acclaimed game Gone Home which shares Minerva s Den s nonlinear exploration and character focus 5 49 The final non combat exploration sequence of Minerva s Den served as a template for Gone Home 5 References edit a b Takahashi Dean February 10 2010 BioShock 2 Q amp A the trick to creating a critically acclaimed sequel VentureBeat Archived from the original on October 1 2019 Retrieved November 5 2019 a b c d Diver Mike August 22 2017 Minerva s Den is the best way to experience BioShock s iconic Rapture PCGamesN Network Archived from the original on August 21 2017 Retrieved November 4 2019 a b c d e f g Gies Arthur May 7 2012 BioShock 2 Minerva s Den DLC Review IGN Ziff Davis Archived from the original on June 14 2019 Retrieved November 4 2019 Pfister Andrew August 16 2007 BioShock Review 1UP com IGN Archived from the original on December 10 2012 a b c d e Suellentrop Chris September 16 2016 How BioShock 2 Minerva s Den Helped Shape Walking Simulator Games Rolling Stone Penske Media Corporation Archived from the original on May 14 2020 Retrieved November 15 2019 a b c d e Hayward Andrew September 9 2010 BioShock 2 Minerva s Den DLC review GamesRadar Future Publishing Archived from the original on January 6 2018 Retrieved November 15 2019 Westgarth Michael February 12 2014 Science inches closer to real BioShock style plasmids Ars Technica Conde Nast Archived from the original on January 9 2020 Retrieved January 4 2020 Barratt Charlie August 17 2007 BioShock Plasmid Guide GamesRadar Future Publishing Archived from the original on January 3 2020 Retrieved January 3 2020 a b c d e f g h Cowen Nick September 20 2010 BioShock 2 Minerva s Den DLC review The Daily Telegraph Archived from the original on August 13 2019 Retrieved November 4 2019 Gies Arthur August 26 2010 BioShock 2 Minerva s Den DLC Preview IGN Ziff Davis Archived from the original on August 29 2010 a b c d e f g h Alexandra Heather September 14 2016 Six Years Later Minerva s Den Remains The Best BioShock Thing Kotaku G O Media Archived from the original on November 3 2019 Retrieved November 4 2019 Gaynor Steve May 31 2011 Behind the Scenes of BioShock 2 Part 2 Who is Charles Milton Porter 2K Games Archived from the original on August 15 2011 a b c d e f Cameron Phill January 20 2013 Bioshock 2 Minerva s Den retrospective Eurogamer Gamer Network Archived from the original on November 25 2017 Retrieved November 28 2017 2K Marin 2010 BioShock 2 Minerva s Den Level area Minerva s Den Porter Minerva s Den has been cut off from the rest of Rapture for some time but not cut off from splicing Don t let your guard down a href Template Cite book html title Template Cite book cite book a CS1 maint numeric names authors list link 2K Marin 2010 BioShock 2 Minerva s Den Level area Minerva s Den Tenenbaum You see now why I let the machine speak for you Mr Porter We needed a voice that would be familiar comforting Your own With that copy of the Thinker s programming we may return to the surface und use it to restore you to the man you once were a href Template Cite book html title Template Cite book cite book a CS1 maint numeric names authors list link a b The Secrets of Minerva s Den Cult of Rapture 2K Games September 13 2019 Archived from the original on April 14 2016 a b c d e Alexander Leigh September 22 2010 Interview Building On BioShock 2 With Minerva s Den Gamasutra UBM Technology Group Archived from the original on November 5 2019 Retrieved November 5 2019 Cobbett Richard July 11 2016 The RPG Scrollbars The Rise And Fall Of Audio Logs Rock Paper Shotgun Gamer Network Archived from the original on April 16 2020 Retrieved March 2 2020 Rollin Bishop October 3 2016 A Look Back at Creating Minerva s Den the Best BioShock Inverse Bustle Digital Group Archived from the original on November 5 2019 Retrieved November 16 2019 Ricchiuto Madeline October 16 2017 Bioishock 2 s Minerva s Den DLC Was Inspired By Sytem sic Shock 2 Bleeding Cool Avatar Press Archived from the original on November 10 2019 Retrieved November 11 2019 Gaynor Steve May 17 2011 Behind the Scenes of BioShock 2 Part One The History of Minerva s Den 2K Games Archived from the original on August 15 2011 a b c Coleman Ben September 8 2013 Going Home Portland Mercury Index Publishing Archived from the original on September 5 2015 Retrieved November 16 2019 Alexander Leigh August 15 2013 How Gone Home s design constraints lead to a powerful story Gamasutra UBM Technology Group Archived from the original on June 3 2019 Retrieved November 16 2019 Kohler Chris August 9 2010 Story Driven One Player Minerva s Den Concludes BioShock 2 DLC Wired Conde Nast Publications Archived from the original on December 22 2016 Retrieved November 16 2019 Sassoon Coby Alex August 5 2010 BioShock 2 entering Minerva s Den GameSpot CBS Interactive Archived from the original on November 16 2019 Retrieved November 16 2019 David Hinkle BioShock 2 Minerva s Den DLC hits PS3 360 Aug 31 for 10 Joystiq AOL Archived from the original on August 28 2010 Retrieved May 25 2016 Vore Bryan October 9 2010 BioShock 2 s Protector Trials and Minerva s Den Never Coming To PC Game Informer GameStop Archived from the original on November 6 2019 Retrieved November 16 2019 Plunkett Luke October 8 2010 PC Misses Out On BioShock 2 Downloadable Content Kotaku G O Media Archived from the original on December 27 2010 Retrieved November 16 2019 Sliwinski Alexander May 18 2011 Finally Minerva s Den coming to BioShock 2 PC Engadget Verizon Archived from the original on November 16 2019 Retrieved November 16 2019 Rantala Leevi October 1 2015 Minerva s Den DLC for Bioshock 2 is finally out on Mac Gamereactor Gamez Publishing A S Archived from the original on May 14 2020 Retrieved November 16 2019 Dyer Mitch August 15 2013 Microsoft Closing Games for Windows Live Marketplace IGN Ziff Davis Archived from the original on August 27 2013 Retrieved November 16 2019 Devore Jordan October 3 2013 BioShock 2 drops GFWL adds Minerva s Den on Steam Destructoid Enthusiast Gaming Archived from the original on October 4 2013 Retrieved October 3 2013 McWhertor Michael October 13 2013 BioShock 2 and Minerva s Den expansion released on Steam Polygon Vox Media Archived from the original on November 10 2019 Retrieved November 16 2019 a b Matulef Jeffrey January 4 2013 BioShock Ultimate Rapture Edition combines first two games and DLC for 29 99 Eurogamer Gamer Network Archived from the original on November 10 2019 Retrieved November 16 2019 Carpenter Nicole March 26 2020 BioShock Borderlands games coming to Nintendo Switch in May Polygon Archived from the original on November 21 2020 Retrieved March 26 2020 BioShock 2 Minerva s Den for PlayStation 3 Reviews Metacritic CBS Interactive Archived from the original on March 29 2019 Retrieved December 6 2018 a b BioShock 2 Minerva s Den for Xbox 360 Reviews Metacritic CBS Interactive Archived from the original on January 29 2019 Retrieved December 6 2018 Francis Tom July 9 2011 Minerva s Den Review PC Gamer Future plc Archived from the original on October 8 2019 Retrieved November 16 2019 a b c Reiner Andrew September 1 2010 BioShock 2 Minerva s Den One Last Gasp Under The Sea Game Informer GameStop Archived from the original on August 25 2019 Retrieved November 3 2019 a b c d e VanOrd Kevin January 5 2011 BioShock 2 Minerva s Den Review GameSpot CBS Interactive Archived from the original on November 4 2019 Retrieved November 4 2019 Lane Rick December 23 2015 The Ten Best Game Expansions Kotaku G O Media Archived from the original on July 21 2016 Retrieved November 15 2019 Martin Garrett February 14 2014 5 Videogame DLC Expansions That Get It Right Paste Paste Media Group Archived from the original on July 21 2016 Retrieved November 16 2019 Dyce Andrew March 28 2014 Top 10 Video Game DLC Expansions of All Time Game Rant Valnet Inc Archived from the original on October 17 2017 Retrieved November 16 2019 a b Meer Alex September 22 2014 Have You Played BioShock 2 Minerva s Den Rock Paper Shotgun Gamer Network Archived from the original on July 27 2019 Retrieved November 16 2019 a b c Kietzman Ludwig September 6 2010 BioShock 2 Minerva s Den review Turing Rapture Engadget Verizon Archived from the original on October 21 2017 Retrieved November 16 2019 McWhertor Michael September 9 2010 BioShock 2 Minerva s Den Review Thinker Man s Game Kotaku G O Media Archived from the original on November 6 2019 Retrieved November 16 2019 Gallagher Robert July 6 2017 Videogames Identity and Digital Subjectivity Taylor amp Francis p 115 ISBN 9781315390932 Archived from the original on November 21 2020 Retrieved November 21 2020 Ricchiuto Madeline October 18 2017 I Don t Want To Work On Stuff That s This Huge Anymore Steve Gaynor On Why He Left Bioshock Infinite Bleeding Cool Avatar Press Archived from the original on November 10 2019 Retrieved November 16 2019 Wilde Tyler April 5 2013 Gone Home interview with Steve Gaynor BioShock the 90s and what makes a game PC Gamer Future plc Archived from the original on November 10 2019 Retrieved November 14 2019 External links editOfficial website The Cult of Rapture archived Portals nbsp 2010s nbsp Speculative fiction nbsp Video games Retrieved from https en wikipedia org w index php title BioShock 2 Minerva 27s Den amp oldid 1217387598, wikipedia, wiki, book, books, library,

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