
Play Spider-Man 2: Enter Electro Online
Game Info
- Platform
- PlayStation
- Genres
- Beat 'em Up · Adventure
- Player Perspective
- Third person
- Developers
- Vicarious Visions
- Publishers
- Activision
- Release date
- October 18, 2001
Summary
Spider-Man 2: Enter Electro picks up where the 2000 PlayStation title left off, but it trades the open‑city feel for tighter, grid‑based street sections that keep the action focused. The level design feels more like a series of set‑piece challenges than a free‑roam playground, and the enemy roster swaps out sci‑fi mutants for street‑level thugs, drones and robots.
A new mid‑air Web Ball lets you swing and blast foes from above, while you can now lace your webs with electricity or ice for extra crowd‑control. The training mode even drops you into the X‑Men’s Danger Room, where Rogue and Professor X give you a quick rundown of the tricks you’ll need.
The voice work is a small but memorable cast: Rino Romano as Spider‑Man, Jennifer Hale handling Dr. Watts and Rogue, Dee Bradley Baker covering Electro and his Hyper‑Electro form, and Daran Norris pulling double duty on several villains. Stan Lee’s iconic opening narration ties the whole experience together.
Costume hunting feels rewarding, with every unlocked suit offering up to three selectable powers—enhanced strength, unlimited webbing or invincibility. The game even includes designs by Alex Ross and Dave Williams that were meant for the 2002 movie, plus a “Create‑A‑Spider” option to mix and match abilities.
Critics were split, but most praised the graphics, soundtrack and the surprisingly solid voice performances. The final level earned a footnote in gaming history after the September 11 attacks forced a last‑minute swap from the World Trade Center to a generic skyscraper, a reminder of how real‑world events can reshape virtual worlds.
Storyline
In *Spider‑Man 2: Enter Electro* the city is rocked by a string of high‑tech robberies orchestrated by Electro. While on patrol Spider‑Man tags the lead thief’s bike with a tracer, follows it to a warehouse hand‑off, defeats Shocker and chases the contact through an airfield, a train yard owned by Hammerhead, and finally to a helicopter that lands at a Science and Industry Ball. The contact turns out to be the Beetle, who leaves behind an invitation that points Spider‑Man toward the ball where Hammerhead kidnaps Dr. Watts, the Bio‑Nexus Device’s creator.
Electro’s plan is to finish the Bio‑Nexus Device—a machine that can amplify bio‑energy to power a city block—and use it to become a god‑like being. After rescuing the hostages at the ball, Spider‑Man learns from Dr. Curt Connors (who has just been cured of his Lizard form) that the device needs a sapphire power source, Zeus’s Tear, now on display at the museum. He races to the museum, battles Electro inside the planetarium, and is forced to toss the jewel into the air. A missed web swing lets Electro snatch the sapphire and complete the device, transforming him into Hyper‑Electro.
Following the electrified showdown on a skyscraper tower, Spider‑Man can’t hit Hyper‑Electro directly, so he overloads the tower’s generators to destroy the Bio‑Nexus Device, ending Electro’s power surge. The next morning the Daily Bugle credits Thor with saving New York, much to Spider‑Man’s chagrin, while Electro sulks in his cell. In the same block, Hammerhead and Shocker play poker, and Shocker asks the nearby villains—Doctor Octopus, Scorpion, Mysterio, Rhino, and a Jade Syndicate thug—if they know how to play Go Fish.
Edited by Maya Carter
Multiplayer
- Game modes
- Single
Alternative Titles
- Enter: Electro Short
- Enter Electro Short










