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Bioshock 2 - Minerva's Den retrospective

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  • Bioshock 2 - Minerva's Den retrospective

    Bioshock will never really be remembered for its high concept ideas or the way it plays around with the lack of autonomy within an FPS. The legacy is Andrew Ryan, and Rapture, and everything that a game can do to bring to life the failed dream of a larger-than-life figure. It'll be remembered for that scene with the golf club, and for Sander Cohen and Fort Frolic. Bioshock 2 had Sofia Lamb and the Big Sister, and an even more dilapidated Rapture falling apart at the seams. As high-falutin' as Bioshock gets, it's only as strong as its antagonists.
    Minerva's Den doesn't have much of an antagonist. At the centre of the story is The Thinker, a primitive AI that was Rapture's inconspicuous taskmaster, managing all the sentry bots and automatic doors. It's the heart of Minerva's Den, and on either side of it you have Charles Milton Porter and Reed Wahl. The former your friend, the latter your foe.
    Wahl isn't much of a villain when framed against the rest of Bioshock's rogues gallery. He's more of a minion than an overlord, and despite his ravings over the radio, he's never really in charge. He's a caretaker, looking after and manically protecting The Thinker while you're guided by the rational voice of Charles Milton Porter, Wahl's exiled partner. For just a few hours of DLC, Minerva's Den took the Bioshock formula and spliced it, ending up with something that was unique and different. And when Bioshock was already pretty unique and different, that made it special.
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