Nintendo
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Spider-Man 2 is a 2004 action-adventure video game for the Nintendo GameCube, Game Boy Advance, and Nintendo DS, based on the 2002 film of the same name. It was followed by Spider-Man 3 in 2007, which is based on the film's sequel.

Gameplay[]

The console version of Spider-Man 2 is a third-person action-adventure video game, set in an open world based on New York City and composed of Manhattan, Roosevelt Island, Ellis Island, and Liberty Island. Players take on the role of Spider-Man and complete missions—linear scenarios with set objectives—to progress through the story.

The story is divided into multiple chapters, each with its own set of objectives, such as purchasing upgrades for Spider-Man, or acquiring a certain number of hero points from completing side missions. These side missions are given by random pedestrians across the game's map, and mainly consist of battling criminals, stopping speeding cars by jumping on top of them and punching them, taking injured people to the hospital, or saving construction workers from falling to their deaths. Each chapter includes at least one story mission related to the main plot.

Players are able to web swing, crawl walls, and fight enemies using a variety of combos. They can use Spider-Man's "spider sense" to slow down time and dodge incoming attacks, including gun fire. This version of the game was considered innovative at that time due to its physics-based algorithms that simulate Spider-Man's web swinging in three dimensions, creating a new game mechanic unlike the traditional jumping or flying of previous Spider-Man games. Combat is far more complex, as it involves carefully timing the player's attacks and dodges. After completing the main storyline, a bonus mode inside a warehouse is unlocked, where the player can fight waves of enemies and bosses from the main storyline, as well as an exclusive villain: Calypso.

Plot[]

The plot remains the same as the movie.

Development[]

Development on Spider-Man 2 began at Treyarch shortly after the financial success of 2002's Spider-Man. The physics-based web swinging system was conceived by designer Jamie Fristrom, who was dissatisfied with the web swinging system of the first game, which he was on the development team for, and desired a "more realistic" swinging system in the follow-up. He cited the game Rocket Jockey as an inspiration. Although the concept was initially difficult to prototype due to the work involved in manually adding points into the game that web lines could be attached to, Fristrom and programmer Andrei Pokrovsky implemented ray casting into the game as a solution to automatically map infinite points where players could attach webs to swing from. Fristrom demonstrated the web-swinging system to Activision executives, including company COO Ron Doornink, who approved the system for use in the game.

A few months before the game's release, which was set to coincide with the release of the film, the developers at Treyarch were forced to cut a large amount of content in order to complete and ship the game on time.

Levels[]

  1. What Might Have Been
  2. A Day in the Life
  3. Punctuality is the Thief of Time
  4. All in a Day's Work
  5. A Meeting of the Minds
  6. Cat and Mouse
  7. Pride and Prejudice
  8. Sugar and Spice
  9. When Aliens Attack
  10. When Good Men Go Bad
  11. The Underworld of Crime
  12. A Shocking Development
  13. Cleaning the Slate
  14. Burning Bridges
  15. To Save the City
  16. The First Day of the Rest of Your Life
  17. The Second Day of the Rest of Your Life

Reception[]

The GameCube and GBA versions got positive reviews, while the DS version got mixed reception.

Credits[]

Main article: Spider-Man 2/credits

Gallery[]

  Main article: Spider-Man 2/gallery

External links[]

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