

X‑Men start the party right with first Versus entry
If you’re an old head video gamer like us here at Gaming Insurrection, you know that Capcom and Marvel was THE powerhouse couple in video games during the 1990s. Starting in 1993 with The Punisher arcade game, Marvel and Capcom established the foundation of the modern comic book and anime fighting game scene. During the ’90s I stumbled across a game that helped build the path to Capcom’s and Marvel’s glory: X‑Men: Children of the Atom.
Based on the 1993 X‑Men Fatal Attractions storyline, Magneto, with the help of the X‑Men’s most formidable foes, plans to launch an electromagnetic pulse on the Earth, causing disruption to its magnetic fields, leaving humanity in a Dark Age. With Earth’s future in the balance, the X‑Men must battle once more.

COTA’s graphics are crisp and clear thanks to Capcom’s CPS‑2 board, which is revered in developing fighting games for arcade cabinets. I felt with the CPS‑2 board, it was easy for me to know which character I was using and who was the opponent. The backgrounds had plenty of color that was balanced instead of placed haphazardly, and sprites were nicely drawn and beautiful to look at. The music is excellent, fitting in with the classic Capcom aesthetic and creating a nice vibe for fighting.
My dislikes of COTA are few but can be frustrating. Capcom, while known for having innovative fighting game controls, needed to refine COTA’s control scheme. It’s hard to get invested as a newcomer. The automatic blocking, while seen as helpful, can be dangerous and unhelpful to newcomers also. And, the biggest mystery I had was why Capcom was aggressively pushing a Street Fighter character into a X‑Men game, forcing me to believe Akuma is an official part of X‑Men lore? Capcom could have let Akuma sit this one out, even if he had just been in Super Street Fighter II Turbo. There were more Street Fighter games coming, obviously.
X‑Men: Children of the Atom has contributed to the established partnership between companies with legendary properties beloved the world over. While the future of Marvel and Capcom is uncertain, it’s safe to say that from this union, fighting game and comic book fans ate well in these ’90s fighting streets.


While it’s fun to play, I do have some gripes. While I enjoyed the overall gameplay, I didn’t like the heavy reliance on touch-of-death combos and infinites. Also, while the music was enjoyable, the reuse of Street Fighter’s character themes was kind of boring and lazy. Yes, I realize they wanted to use something that is easily recognizable but sometimes I think they rely on it too much and it’s obvious here. My last gripe is Akuma. Don’t get me wrong, I’m not hating on the 





takes away from the game a little bit because it’s distracting and is also unnecessary. I know I’m playing the game with a Sony product; I don’t need it shoved in my face constantly that this was originally a Sony exclusive game.



While it’s a neat concept game, Chakan isn’t great at all. The many problems really start with the lack of hindsight to hire Kraus to consult on game development. This would have allowed more insight into the character. It’s also frustrating that Chakan’s time limit prevented me from locating his special weapons. Also, the various symbols representing alchemy were confusing. Trying to determine which symbol matched the element Chakan would need to fight multiple enemies was a chore. 





