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).