Spider Man 2 Enter Electro PSX Longplay

Spider Man 2 Enter Electro PSX Longplay

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Published on ● Video Link: https://www.youtube.com/watch?v=p-53T5pE98E



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Spider-Man 2: Enter Electro is an action-adventure video game based on the Marvel Comics superhero Spider-Man. It was developed by Vicarious Visions, published by Activision, and released for the PlayStation in October 2001. It is the sequel to Neversoft's 2000 Spider-Man game, and directly follows the events of that game, as Spider-Man tries to stop Electro from becoming all-powerful using the Bio-Nexus Device. Like the predecessor, the game features various villains from the comics as bosses, including the Shocker, Hammerhead, the Lizard, Sandman, and Electro, as well as his charged-up Hyper-Electro persona, created for the game.

The game's final level changed due to the events of the September 11 attacks. Originally, Spider-Man was supposed to fight Hyper-Electro during a severe thunderstorm atop the World Trade Center, and a portion of the North Tower would get destroyed during the battle. After the attacks, the setting was changed to the rooftop of a generic building.

Shortly after the Spider-Man thwarted Doctor Octopus' symbiote invasion plot, 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 the airfield, where the contact is headed 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 train yard owned by Hammerhead. Fighting his way through the mob-employed night staff, as well as Sandman, Spider-Man races to catch a fleeing train, where he finally confronts the contact: the Beetle. He escapes with the briefcase, but unknowingly leaves behind a clue for Spider-Man: an invitation to the Science and Industry Ball.

Elsewhere, Electro explains to his accomplices his master plan: to use the Bio-Nexus Device, which can amplify one's bio-energy to power a city block and whose pieces they have been stealing until now, to amplify his own powers and become a god. However, the device is missing its power source, so Electro sends Hammerhead and his goons to go to the ball and kidnap the device's creator, Dr. Watts, who might know where it is. At the ball, Spider-Man defeats Hammerhead and his goons and saves several hostages, but Dr. Watts is kidnapped by Sandman.

Looking for more information on Dr. Watts and why the villains could have wanted to capture her, Spider-Man calls Dr. Curt Connors, who is a colleague of hers at BioTech, but to no avail. He then decides to infiltrate the BioTech headquarters and makes his way to Connors' lab, only to find that he transformed into his dangerous alter-ego: the Lizard. After being restored back to normal, Connors reveals Elector's plan to Spider-Man and suggests he goes look for more information on the Bio-Nexus Device at Dr. Watts' lab. At the lab Spider-Man learns that the device's power source is a sapphire, before being attacked by Sandman. After defeating Sandman by flushing him down a sewer grate, Spider-Man learns that the sapphire is on display at the museum from a newspaper, at the same time as Electro does, after one of his goons brings him the same news article.

Electro beats Spider-Man to the museum, but is ultimately defeated by him inside the planetarium. However, as he is still holding Dr. Watts hostage, Electro decides to use this to his advantage and threatens to kill her unless Spider-Man gives him the sapphire. After a failed attempt to trick Electro, Spider-Man saves Dr. Watts, but loses the sapphire, which falls into Electro's hands. The Bio-Nexus Device complete, he 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 tower 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.

The next day, the 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 ignore him and play poker. In a nearby cell, the villains from the previous game are still locked up, and Shocker attempts to ask them if they know how to play Go Fish.