Spider-Man 2: Enter Electro
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|Spider-Man 2: Enter Electro|
|Genre(s)||Beat 'em up|
Spider-Man 2: Enter Electro is an action-adventure video game developed by Vicarious Visions and published by Activision for the PlayStation in 2001. It is the sequel to Neversoft's Spider-Man title, which was released the previous year. The game follows Spider-Man as he attempts to stop another old nemesis Electro from obtaining a source of power known as the Bio-Nexus Device. Game bosses include Shocker, Hammerhead, Lizard, Sandman and the exclusive charged-up Hyper-Electro.
Shortly after the Symbiote Invasion, a series of robberies led by Electro have taken place throughout New York City. While out on patrol, Spider-Man spots one of the robberies taking place at a building owned by BioTech. Planting a Spider-Tracer on the head thief's motorcycle, Spider-Man follows it to an abandoned warehouse where the thief is passing off a stolen briefcase to a contact. Spider-Man takes out the thugs and interrogates one of them, but is then attacked by the head thief: Shocker.
After defeating Shocker, Spider-Man follows the thug's tip and heads for the airfield, where the contact is heading towards. Along the way, Spider-Man is forced to disable a bomb threat, take out a machine-gun nest, and stop a runaway airplane from crashing. As the contact escapes via helicopter, Spider-Man is able to plant another tracer on it and track it to a trainyard owned by Hammerhead. Fighting through the mob-employed night staff and Sandman, Spider-Man races to catch a fleeing train and meets with the contact, who is revealed as The Beetle. The masked villain escapes with his briefcase, but he unknowingly leaves Spider-Man a clue: an invitation to the Science and Industry Ball.
Elsewhere, Electro explains his plan to the other villains. He and his partners have stolen the parts to the Bio-Nexus Device, which can amplify one's bio-energy to power a city block, and Electro plans to use it to increase his own powers. The device is currently incomplete, and only its creator Dr. Watts knows how to finish it. Hammerhead and his goons are sent to the Science and Industry Ball to take Dr. Watts hostage.
Though Spider-Man arrives at the Ball and manages to defeat Hammerhead, Sandman secretly escapes with the good doctor. Spider-Man decides to call Dr. Curt Connors at BioTech for some answers, but hears the sounds of a battle on the line. Spider-Man immediately infiltrates BioTech and reaches Dr. Connors's lab, where his alter-ego The Lizard is on an uncontrolled rampage. After being changed back to normal, Connors explains Electro's goal to become a god with the Bio-Nexus Device. He instructs Spider-Man to go and check out Dr. Watts' lab. Following a rooftop chase, Spider-Man eventually arrives at the lab and learns of the device's main power source, only to be caught in another battle with Sandman. After defeating Sandman by flushing him down the sewer grate with water, Spider-Man subsequently sees a newspaper article about the power source - a sapphire named Zeus's Tear - being on display at the museum. Electro is also informed of the jewel when one of his thugs brings him the same news article.
At the museum, Spider-Man catches up to Electro, who is still holding Dr. Watts as his hostage. He offers to give her up if Spider-Man gives him the Zeus's Tear. Spider-Man reluctantly obeys, and Electro tosses the doctor as Spider-Man throws the jewel. When Spider-Man attempts to snag the jewel back in midair with a web, Dr. Watts accidentally throws off his aim and he misses, allowing Electro to catch it. The Bio-Nexus Device complete, Electro activates it and flies off in an electrifying flash of lightning bolt. Spider-Man follows the villain to a massive conductor at a tower, where he supercharges himself into Hyper-Electro, a being of pure electrical energy. Unable to directly attack Electro, Spider-Man instead uses the tower's generators to overload and destroy the Bio-Nexus Device, ending Electro's power play for good.
The next day, The Mighty Thor is credited in the Daily Bugle as having saved New York from Electro, much to Spider-Man's disappointment. In prison, Electro sits in his cell moaning over his defeat while Hammerhead and Shocker play Poker. In a nearby cell, Doctor Octopus and the rest of the villains from the previous game are still locked up, and Shocker attempts to ask them if they know how to play Go Fish.
By completing certain in-game goals, new special costumes can be unlocked for Spider-Man to don and use. Many of them have special powers to alter the game experience. Included are all the costumes from the first game (see Spider-Man) with the same abilities, as well as several new sensational outfits. In addition to the costumes, the player can also access a new option called "Create-A-Spider" mode, which allows the player to apply up to 3 in-game powers to any unlocked costume. The game powers include enhanced strength, unlimited webbing and invincibility best of among others.
Although the gameplay and design are relatively similar, one major difference between this sequel and the first game was the ability to play on ground levels. In the first game, if Spider-Man swung too low he would fall into the yellow mist that dominated most of the games levels and die. This game; however, presented levels that are based in city streets. They were confined grids rather than a free-roam environment. The enemies in Enter Electro are more realistic than the ones found on the previous game, which featured some criminals, lizardmen and alien symbiotes, on the second game all the enemies are criminals and robots. Also, Spider-Man was given an additional ability to shoot a Web Ball while in mid-air, which would come in handy during some of the fights. This time around the training mode takes the player to the X-Men's Danger Room Simulator wherein Rogue and Professor X assist and navigate Spider-Man on what he needs to know with everything that may be useful during the course of gameplay. The hand animation is also changed. Now, every character's hands can react instead of waving fists. The basic punch and kick combo moves are also changed, doing away with the 2-handed uppercut/mule kick for the third strike.
Delay and Modifications
Following the September 11 attacks, Activision halted production of the game, removing references to buildings resembling the Twin Towers of the World Trade Center. in order to change the final battle stages, re-edit the cutscenes, and modifying the model of the World Trade Center to add a large bridge to it. Originally, the battle was atop the Twin Towers of the original World Trade Center, but since the towers were destroyed on 9/11, the game was re-released with a different ending and epilogue. Originally, Electro shouted "Top of the world!" as he departed his battle with Spider-Man for the towers, giving Spidey the clue he needed to track him down for the final boss battle, but in the re-released game, he just happens to guess correctly. At the end of the video game, The Mighty Thor is credited with defeating Electro in the final battle. This is because Thor was supposed to appear in a video segment in the video game where he talks with Spider-Man shortly after he has defeated Hyper-Electro, thus giving Thor the credit with Electro's defeat in the Daily Bugle newspaper. This was removed because the game's original ending takes place atop the World Trade Center towers when the game was being developed and it was removed because of the towers' destruction on September 11, 2001. In addition, several levels were renamed to account for the attacks. A few of the game's cutscenes and levels were also edited to avoid 9/11 references.
- "Spider-Man 2: Enter: Electro for PlayStation". GameRankings. Retrieved 2014-01-13.
- "Spider-Man 2: Enter: Electro Critic Reviews for PlayStation". Metacritic. Retrieved 2014-01-13.