

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.



What I appreciate the most is the obvious care and attention to detail with MvC. MvSF is unmitigated laziness while MvC got serious again about the legacy of the series. The roster for main characters and assists feels thoughtful, the presentation is fun and engaging and the gameplay still holds up well. It might not be played as much as its direct sequel in Marvel vs. Capcom 2, but I still find myself returning to pull off Duo Team Attacks frequently. MvC is the most marvelous of the series.

The Marvel vs. Capcom Fighting Collection is the quintessential collection of Versus games. It supersedes any other modern Marvel collection released in the past 15 years and is the best collection of the bunch so far that Capcom has released. The fact that it’s all early Marvel Versus games in a modern setting and readily accessible makes this worth an immediate purchase.



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 

anything to the gameplay flow and generally can get tagged as soon as they come out. And you can’t choose what move the assist does, something that didn’t come into play until Marvel vs. Capcom 2. That lack of advancement feels lazy. It feels like Capcom put out a game to check boxes and fulfill a contract. And it shows in the modern fighting game tournament scene where XvSF still enjoys a healthy engagement, but no one plays MvSF.

Marvel vs. Capcom 2 gets nearly everything right: Evolved gameplay with assists, cleaner visuals and a gigantic roster with familiar faces and cool additions. However, that nearly is what breaks the game for me. I can’t reconcile my nostalgia for the game and the time spent traveling, meeting new people, the gift of Ruby Heart and loving the Versus series with the absolute foolishness that is the gameplay. This is the point of the Versus ride where I get off.





environments. There are seven characters to choose from, each with their own motivations for capturing three mystical elements and presenting them to their god. All of them fly around various stages in the Gunbird world, blowing up enemies and taking on the boss Shark and her cronies Blade and Gimmick of the Queen Pirates. The story is simple to get into and won’t take up too much of your time through static screens explaining the situation at hand. 
directions. The color palette is beautiful and the character animation shines. And, yes, even though Psikyo carried over Morrigan’s dog-tired sprite from Darkstalkers it still works here. You immediately know who she is, and it doesn’t look to terrible against the backdrops of bullet hell. The other characters look good for late ’90s animation. While the animation is good, the soundtrack is passing, if not a bit late ’90s mediocre. It’s not terrible, but it doesn’t standout. A single track caught our attention, which is