Spider-Man 2: Enter Electro - Playstation 1 - First Minutes - Gameplay

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Duration: 10:48
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#Spider-Man2: #Enter Electro - #Playstation 1 -# First #Minutes - #Gameplay
Shortly after the events of Spider-Man, a series of robberies led by #Electro take 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, before being forced to fight the head thug: Shocker.

After defeating Shocker, Spider-Man follows the thug's tip and heads for an airfield, where the contact is headed towards. Along the way, he 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 plants another tracer on it and tracks it to a train yard owned by Hammerhead, where he must fight through the mob-employed night staff and Sandman to stop the contact from fleeing aboard a train. Spider-Man eventually confronts the contact, the Beetle, and although the latter manages to escape with the briefcase, he unknowingly leaves behind a clue for Spider-Man: an invitation to the Science and Industry Ball.

Meanwhile, Electro explains his master plan to his accomplices: to use the Bio-Nexus Device, which can amplify one's bio-energy to power a city block, to amplify his own powers to godlike levels. The villains have acquired most of the pieces that make up the device, but they still need its power source. Believing its creator, Dr. Watts, might know where it is located, Electro sends Hammerhead and his men to kidnap her at the ball. Hammerhead takes several people hostage, but is foiled by Spider-Man, who rescues the hostages before facing and defeating Hammerhead. However, Dr. Watts is captured by Sandman during the confusion.

Looking for more information on Dr. Watts and why she is sought by the villains, Spider-Man calls Dr. Curt Connors, her colleague at BioTech, only to hear strange roars on the other end of the line. Deciding to investigate what happened to Connors, Spider-Man infiltrates BioTech and makes his way past security to reach Connors' lab, where he finds the scientist has transformed into the Lizard. After creating an antidote to restore Connors back to normal, Spider-Man learns from him about Electro's plans with the Bio-Nexus Device. He then goes to investigate Dr. Watts' lab and discovers that the device can be powered by a special sapphire. After defeating Sandman, Spider-Man sees a newspaper article about the sapphire on display at the museum, and rushes to get there before Electro.

Electro beats Spider-Man to the museum, but the latter defeats him inside the planetarium and secures the sapphire. Still holding Dr. Watts hostage, Electro coerces Spider-Man into giving him the sapphire by threatening the doctor's life. Spider-Man throws the jewel into the air as Electro releases Dr. Watts, but when the former attempts to take back the sapphire with his webs, he misses, allowing Electro to grab it. The Bio-Nexus Device complete, Electro uses it to supercharge himself into "Hyper-Electro", an all-powerful being made of pure electrical energy, and flies away in a bolt of lighting. Spider-Man follows him to the top of a nearby skyscraper where, unable to directly attack him, instead uses the tower's generators to overload the Bio-Nexus Device, destroying it and ending Electro's power play for good.
Developer(s) #Vicarious #Visions
Publisher(s) #Activision
Writer(s)
Todd Quincey Jefferson
Brent Boylen
Marc Turndorf
Platform(s) #PlayStation
Release
NA: October 19, 2001
EU: October 26, 2001
JP: October 31, 2001
Genre(s) Action-adventure
Mode(s) Single-player

The next day, Thor is credited in the Daily Bugle with saving New York from Electro, much to Spider-Man's disappointment. In prison, Electro moans over his defeat as he shares a cell with Hammerhead and Shocker, who try to ignore him and play cards. When he gets bored of poker, Shocker decides to ask the villains from the first game, who are imprisoned in a nearby cell, if they know how to play Go Fish.




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