
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 openâcity feel for tighter, gridâbased street sections that keep the action focused. The level design feels more like a series of setâpiece challenges than a freeâroam playground, and the enemy roster swaps out sciâfi mutants for streetâlevel thugs, drones and robots.
A new midâair Web Ball lets you swing and blast foes from above, while you can now lace your webs with electricity or ice for extra crowdâcontrol. The training mode even drops you into the XâMenâs Danger Room, where Rogue and ProfessorâŻX give you a quick rundown of the tricks youâll need.
The voice work is a small but memorable cast: Rino Romano as SpiderâMan, Jennifer Hale handling Dr.âŻWatts and Rogue, Dee Bradley Baker covering Electro and his HyperâElectro form, and Daran Norris pulling double duty on several villains. StanâŻLeeâs iconic opening narration ties the whole experience together.
Costume hunting feels rewarding, with every unlocked suit offering up to three selectable powersâenhanced strength, unlimited webbing or invincibility. The game even includes designs by AlexâŻRoss and DaveâŻWilliams that were meant for the 2002 movie, plus a âCreateâAâSpiderâ 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 SeptemberâŻ11 attacks forced a lastâminute swap from the World Trade Center to a generic skyscraper, a reminder of how realâworld events can reshape virtual worlds.
Storyline
In *SpiderâMan 2: Enter Electro* the city is rocked by a string of highâtech robberies orchestrated by Electro. While on patrol SpiderâMan tags the lead thiefâs bike with a tracer, follows it to a warehouse handâoff, 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 SpiderâMan toward the ball where Hammerhead kidnaps Dr. Watts, the BioâNexus Deviceâs creator.
Electroâs plan is to finish the BioâNexus Deviceâa machine that can amplify bioâenergy to power a city blockâand use it to become a godâlike being. After rescuing the hostages at the ball, SpiderâMan learns from Dr. Curt Connors (who has just been cured of his Lizard form) that the device needs a sapphire power source, Zeusâs 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 HyperâElectro.
Following the electrified showdown on a skyscraper tower, SpiderâMan canât hit HyperâElectro directly, so he overloads the towerâs generators to destroy the BioâNexus Device, ending Electroâs power surge. The next morning the Daily Bugle credits Thor with saving New York, much to SpiderâManâs chagrin, while Electro sulks in his cell. In the same block, Hammerhead and Shocker play poker, and Shocker asks the nearby villainsâDoctor Octopus, Scorpion, Mysterio, Rhino, and a Jade Syndicate thugâif they know how to play GoâŻFish.
Edited by Maya Carter
Multiplayer
- Game modes
- Single
Alternative Titles
- Enter: Electro Short
- Enter Electro Short










