BioShock 2: Minerva's Den

BioShock 2: Minerva's Den
A representation of an owl carrying a record in its talons. In red lettering next to the owl is 'Minerva's Den' and 'Rapture Central Computing'.
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

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.

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

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

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

Four smiling people (two women and two men) stand in front of a podium. Behind them is a large blue screen with the words THE FULLBRIGHT COMPANY projected across it.
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

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

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

  1. ^ a b Takahashi, Dean (February 10, 2010). "BioShock 2 Q&A: the trick to creating a critically acclaimed sequel". VentureBeat. Archived from the original on October 1, 2019. Retrieved November 5, 2019.
  2. ^ 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.
  3. ^ 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.
  4. ^ Pfister, Andrew (August 16, 2007). "BioShock Review". 1UP.com. IGN. Archived from the original on December 10, 2012.
  5. ^ 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.
  6. ^ 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.
  7. ^ Westgarth, Michael (February 12, 2014). "Science inches closer to real BioShock-style plasmids". Ars Technica. Condé Nast. Archived from the original on January 9, 2020. Retrieved January 4, 2020.
  8. ^ Barratt, Charlie (August 17, 2007). "BioShock Plasmid Guide". GamesRadar+. Future Publishing. Archived from the original on January 3, 2020. Retrieved January 3, 2020.
  9. ^ 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.
  10. ^ Gies, Arthur (August 26, 2010). "BioShock 2: Minerva's Den DLC Preview". IGN. Ziff Davis. Archived from the original on August 29, 2010.
  11. ^ 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.
  12. ^ 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.
  13. ^ 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.
  14. ^ 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.{{cite book}}: CS1 maint: numeric names: authors list (link)
  15. ^ 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.{{cite book}}: CS1 maint: numeric names: authors list (link)
  16. ^ a b "The Secrets of Minerva's Den". Cult of Rapture. 2K Games. September 13, 2019. Archived from the original on April 14, 2016.
  17. ^ 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.
  18. ^ 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.
  19. ^ 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.
  20. ^ 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.
  21. ^ 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.
  22. ^ 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.
  23. ^ Kohler, Chris (August 9, 2010). "Story-Driven, One-Player 'Minerva's Den' Concludes BioShock 2 DLC". Wired. Condé Nast Publications. Archived from the original on December 22, 2016. Retrieved November 16, 2019.
  24. ^ 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.
  25. ^ 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.
  26. ^ 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.
  27. ^ 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.
  28. ^ 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.
  29. ^ 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./
  30. ^ 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.
  31. ^ 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.
  32. ^ 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.
  33. ^ 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.
  34. ^ 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.
  35. ^ "BioShock 2: Minerva's Den for PlayStation 3 Reviews". Metacritic. CBS Interactive. Archived from the original on March 29, 2019. Retrieved December 6, 2018.
  36. ^ 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.
  37. ^ 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.
  38. ^ 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.
  39. ^ 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.
  40. ^ 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.
  41. ^ 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.
  42. ^ 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.
  43. ^ 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.
  44. ^ 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.
  45. ^ 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.
  46. ^ Gallagher, Robert (July 6, 2017). Videogames, Identity and Digital Subjectivity. Taylor & Francis. p. 115. ISBN 9781315390932. Archived from the original on November 21, 2020. Retrieved November 21, 2020.
  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. Archived from the original on November 10, 2019. Retrieved November 16, 2019.
  48. ^ 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.