
Play Spider-Man 2: Enter Electro Online
Game Info
- Platform
- PlayStation
- Player Perspective
- Third person
- Developer Companies
- Vicarious Visions
- Publishers
- Activision
- Release date
- 18 October 2001
Summary
Spider‑Man 2: Enter Electro felt like the PlayStation’s early‑90s charm reborn. Unlike the free‑roaming streets of the first title, this sequel tethers the hero to tight city‑block grids, forcing precise jumps and quick web‑ball throws that actually travel through mid‑air. I love the new twists—spider‑webs can now conduct electricity or freeze enemies, and the X‑Men’s Danger Room doubles as a training ground where Rogue and Professor X coach you through combos.
Costume hunting gets deeper thanks to the “Create‑A‑Spider” menu: any unlocked outfit can be fused with up to three powers like unlimited webbing, strength boost, or invincibility, and the game even showcases comic‑book concepts from Alex Ross and Dave Williams for the upcoming movie at the time.
The roster of villains is classic, but Electro’s Hyper‑Electro form and the revised final showdown—moved from the World Trade Center to a generic skyscraper after 9/11—give the game a memorable, if bittersweet, edge. With a handful of seasoned voice actors (Rino Romano, Jennifer Hale, Dee Bradley Baker, Daran Norris) and Stan Lee’s opening narration, the title pulls off a surprisingly polished audio experience, despite the mixed reviews it attracted.
Storyline
In Spider‑Man 2: Enter Electro, shortly after the Symbiote Invasion, Electro leads a city‑wide robbery spree. Spider‑Man tags the head thief’s bike, defeats Shocker in a warehouse, then disables a bomb, clears a machine‑gun nest and stops a runaway plane before tracking the contact’s helicopter to Hammerhead’s trainyard, where he battles Sandman and the Beetle and finds an invitation to the Science and Industry Ball.
Electro’s plan is to finish the Bio‑Nexus Device, using Dr. Watts’s knowledge and a sapphire called Zeus’s Tear as its power source. He sends Hammerhead to kidnap Dr. Watts at the ball; Spider‑Man defeats Hammerhead while Sandman escapes with the doctor. Calling Dr. Curt Connors at BioTech, Spider‑Man confronts the Lizard, learns the sapphire is on display at the museum, and storms the planetarium to secure it.
Electro coerces Spider‑Man to hand over the jewel, but a missed web lets Electro complete the device and become Hyper‑Electro. Spider‑Man follows him to a tower and overloads the generators, destroying the Bio‑Nexus Device and ending the threat.
The Daily Bugle credits Thor with the victory, much to Spider‑Man’s annoyance. In prison, Electro moans while Hammerhead and Shocker play poker, and a dejected Doctor Octopus bangs his head against the bars.
Edited by Maya Carter










