BioShock 2 Part 21. Descending deep and deeper. (Hard Minerva’s Den DLC)
Part Synopsis: The last Little Sister in this area is done with. Finally returning to the locked door, the Gravity Well Plasmid is used. Sigma takes the elevator down to Operations. Porter informs he has a bathysphere present which can evacuate both of them. First though, he must find a Signal Beacon. Making it outside into the ocean, Sigma looks for one in a downed craft on the floor. Playthrough Information: Following the original BioShock being replayed, BioShock 2 will also not be blind. As a huge fan of the whole franchise, I merely wanted to revisit great nostalgia from my Xbox 360 days of gaming. The main campaign and Minerva's Den DLC will both be played on Hard difficulty. I attempted to play some of the Protector Trials DLC, but it kept repeatedly crashing without warning, forcing me to abandon completing that. Gameplay is shown on Xbox One. All videos will include webcam usage and full commentary. 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. 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, 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. The player character, Subject Sigma, is a Big Daddy, a person fused with an armored diving suit. 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. Opposing the player are enemies known as splicers—Rapture's residents who overused genetic modifications—along with other Big Daddies and automated security. The game can be completed in between three and five hours. 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) but obtains them in a different order, with an increased emphasis on hacking security. The expansion adds new items, including the Ion Lance, a laser weapon wielded by Minerva's Den's Lancer Big Daddies, 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. Development: 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; 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. The names of the development team were given to slugs scattered around the game's levels as an Easter egg. 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. 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. #digidv85 #letsplay #bioshock2 #bioshock2remastered #playthrough #gaming #gamingcommentary #xboxone #dlc #bioshock
Part Synopsis: The last Little Sister in this area is done with. Finally returning to the locked door, the Gravity Well Plasmid is used. Sigma takes the elevator down to Operations. Porter informs he has a bathysphere present which can evacuate both of them. First though, he must find a Signal Beacon. Making it outside into the ocean, Sigma looks for one in a downed craft on the floor. Playthrough Information: Following the original BioShock being replayed, BioShock 2 will also not be blind. As a huge fan of the whole franchise, I merely wanted to revisit great nostalgia from my Xbox 360 days of gaming. The main campaign and Minerva's Den DLC will both be played on Hard difficulty. I attempted to play some of the Protector Trials DLC, but it kept repeatedly crashing without warning, forcing me to abandon completing that. Gameplay is shown on Xbox One. All videos will include webcam usage and full commentary. 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. 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, 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. The player character, Subject Sigma, is a Big Daddy, a person fused with an armored diving suit. 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. Opposing the player are enemies known as splicers—Rapture's residents who overused genetic modifications—along with other Big Daddies and automated security. The game can be completed in between three and five hours. 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) but obtains them in a different order, with an increased emphasis on hacking security. The expansion adds new items, including the Ion Lance, a laser weapon wielded by Minerva's Den's Lancer Big Daddies, 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. Development: 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; 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. The names of the development team were given to slugs scattered around the game's levels as an Easter egg. 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. 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. #digidv85 #letsplay #bioshock2 #bioshock2remastered #playthrough #gaming #gamingcommentary #xboxone #dlc #bioshock