‘CREED: Rise to Glory’ Review: An Arcade Boxer That Packs a Real Punch

CREED: Rise to Glory is a boxing game that aims to get you up and sweating with what promises to deliver the Rocky-style underdog victory that couch jockies like me have always dreamed about. While the campaign is both shorter and lighter on story than it probably could have been, it delivers some heavy-hitting game mechanics that do pretty well considering you’re effectively punching at air.

Creed: Rise to Glory Details:

Official Site

Developer: Survios
Available On: Steam (Vive, Rift,), Oculus Store (Rift), PlayStation Store (PSVR)
Reviewed On: Oculus Rift, HTC Vive
Release Date: September 25th, 2018

Gameplay

There’s not much to know about the story behind Creed: Rise to Glory. Like in the films, you follow series protagonist Adonis “Hollywood” Creed, the son of Apollo Creed, and fight to become the champ.

Story elements are told through a radio program playing in the gym, which serves as your sanctuary where you can train before fights and hear a little bit about the boxing world outside of the gym’s four walls. A single flashback of you punching out a bouncer and presumably losing a love interest are light padding to the game’s main event: dodging and making sure your stamina isn’t too low so you can land effective punches during matches. And while I felt the story definitely could have played out to a grander, more dramatic effect with a longer arc than what its six primary enemies provided, the most important things are strong fundamentals and being engaging enough to revisit, which is clearly the case in Creed: Rise to Glory.

Image courtesy Survios

As someone who’s never boxed before, I can’t really say with much certainty how true Creed VR is to the actual sport, but it appears to have been game-ified well into arcade territory. The Rocky films, and by extension the Creed films, are fantastical fights that probably could never happen in reality anyway. Like with many sports films, the technicality of the sport is mostly lost in those big dramatized moments that challenge the main character, and help them come to a hard-won resolution. Stepping into the ring with the lights, the crowd, and the announcer, it easily matched up to my already warped expectations of how boxing is portrayed in film—that much I can say with confidence; I felt like I was in a movie, and it was awesome.

Iconic training montages with Rocky Balboa, voiced with a convincing-enough impression of Sylvester Stallone, prefaced most fights, giving you that all important cinematic touchstone.

Image captured by Road to VR

Introducing what Survios calls ‘Phantom Melee Technology’, Creed uses a sort of body desynchronization when either your stamina is low, or when you’re staggered from a powerful punch. Low stamina is indicated by the color of your gloves, which will flash red to make sure you know your punches will be slower than your actual physical ability to shadow box. This keeps you on the guard more than you might otherwise be, as the only way to recuperate stamina is by holding you hands still. Enemies will also dodge and block your hits too, making them more than just simple punching bags.

Getting staggered happens in two stages. A powerful punch can put you in a quick out-of-body experience that requires you to match up your hands to two targets, allowing you to pop back into the fight.

Image captured by Road to VR

More devastating punches can knock you way out of the ring, requiring you to ‘run’ back and jump back into your body. These are fun and truly creative ways of making you feel like you’re hanging on to a bare thread in the more difficult matches.

Image captured by Road to VR

A few methods of activating slow motion sequences really drive home the cinematic nature of the game, as you dodge a punch or land a big hit that places temporary target’s on your opponent’s body.

All of these systems work extremely well, but the learning curve is somewhat steep. There is no visible HP or stamina bar, so spending some extra time in training is probably a good thing so you can start to really feel out how many hits you can take and how many you can give before throwing yourself at the actual matches.

I beat the campaign mode in about an hour an a half on normal difficulty, although that was stretched out over several sessions simply based on my own admittedly out-of-shape cardio abilities. It’s easy to see using Creed: Rise to Glory in an actual cardio routine to get less than active people (like me) up from the chair and getting their heart pumping. I felt enemies weren’t terribly varied in the attack styles, as it seems difficulty is mostly based more on the NPC’s individual punch strength and HP.

While I was left somewhat disappointed by the shortness of the campaign mode, thankfully you can mix and match enemies, gyms, and boxing locales in free play. Another big addition recently announced to arrive on all platforms is PvP online multiplayer. Online multiplayer presents a good opportunity to really turn the technical difficulty up, as live players exploit tactics that NPCs simply can’t think of, like running around the ring and going for a drive-by punch. These online battles are intense, and provided some of my most tiring battles.

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Immersion

While at times on the cartoonish side, character models and their animations are very well-done and can be genuinely intimidating too. Seeing a near seven foot-tall guy trying to hit me in the face isn’t something I’m really used to, and even though nothing bad can happen outside of accidentally punching a wall/TV/monitor, there are some moments before the fight when you subconsciously size up the competition.

Image captured by Road to VR

Impressive and realistic set pieces help ground you in the world, although it’s clear Creed: Rise to Glory is definitely bucking up against some of the inherent limitations of the current state of VR. Without any bodily feedback outside of the controller’s haptics, it’s difficult to completely immerse yourself in the act of dodging and blocking, two things that require more than visual cues to accomplish. Oftentimes I had my gloves up, obscuring my vision, and without force feedback (which at this point isn’t possible), you just have to rely on the controller’s buzzy haptics and the game’s visual cues to tell if you’ve hit your opponent or pulled your punch too early. That said, it’s great to know that Creed VR has entirely bypassed the ‘waggle simulator’ trend of earlier titles, as it not only requires you to punch quickly, but do it accurately for the sake of lost stamina.

The game’s AI is pretty darn good. At moments I could feel the AI sussing out my head’s position and aiming accurately for my noggin despite I had dodged an earlier punch. NPCs feel mostly solid, although you can actually run through them if you want.

Image captured by Road to VR

While based mostly on room-scale movement, there are moments when you need to artificially move from point A to point B, including when you square off at the beginning of the fight and during moments when you’re knocked out and have to run back to your body to continue the fight. Moving in the game is accomplished by swinging your arms while holding down the applicable buttons on each controller, which sends you sliding forward. Artificial locomotion is generally useless during fights, so it usually comes down to standing in place and punching it out like rock’em sock’em robots, albeit with a little more finesse and dodging/blocking abilities.

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Comfort

Both room-scale and the game’s only other locomotion scheme, detailed above, are extremely comfortable ways of moving around VR.

That said, this is a very physical standing game that will get your heart beating, and definitely get you sweating through the padding on your headset if you’re not careful. That’s not so much a knock on the game’s comfort rating as it is an advisory to plan ahead. Pop on some gym shorts for an extended session, because you’ll soon be huffing and puffing with all the dodging, bobbing and punching you’ll be doing.

Like with many more physical VR games, there’s a risk of hyperextending your arms alla tennis elbow, so it may be best to take frequent breaks if you have some pre-existing joint issues.

The post ‘CREED: Rise to Glory’ Review: An Arcade Boxer That Packs a Real Punch appeared first on Road to VR.

GDC 2018 – Creed: Rise To Glory Feels A Lot Like A Fight Night VR Boxing Game

GDC 2018 – Creed: Rise To Glory Feels A Lot Like A Fight Night VR Boxing Game

It feels like there are lots and lots of VR boxing games. Like, I understand it and it makes sense, but still — there are a lot. From Thrill of the Fight and Soundboxing to Knockout League and now an officially licensed Creed: Rise to Glory VR game in partnership with MGM Interactive, the Sweet Science is in and popping right now.

While I’ve never personally followed boxing as a sport very closely, I absolutely love boxing movies. All six of the mainline Rocky films, Creed, Southpaw, Cinderella Man, The Fighter, and tons of others are frequently counted among  my all-time favorites. Naturally, when I heard Survios, the developers of one of the most physically demanding VR games around (Sprint Vector) were working on an official Creed boxing game, I was immediately interested.

In Creed: Rise to Glory you put on the gloves of none other than Adonis Creed (played by Michael B. Jordan in the film) and train directly under the legendary Rocky Balboa. When we first learned about Creed: Rise to Glory, Survios’ “Phantom Melee Technology” was a big part of it, which institutes a virtual stamina meter, among a slew of other clever mechanics.

At first it seems like artificial limitations on the action would hinder the immersion, but it actually makes it feel even more visceral and intense in a few different ways. For starters, when you get hit hard, in other VR games your character would react dramatically but you would physically have no reason to in the real world. What happens in Creed is that your character will reel back with his hands in the air, like he just got punched, and time freezes. You’ve then got to mirror his pose to regain control of the character, forcing you to feel the impact of the hit, or at least the after effect.

Another example is with your punch fatigue. If you tire Creed out too quickly, then your in-game hands will start to lag behind your real world hands to simulate that sluggish feeling of exhaustion. It’s almost like your character’s body won’t react and respond as quickly as your mind wants it to — just like in a real boxing ring.

One of the last touches to the system is when you get knocked down. Instead of looking up at the ceiling and having to complete an arbitrary mini game, your “phantom” gets knocked out of your body and sent flying across the arena. Then, you instead are forced to drum your hands as quickly as possible at your sides to run back to your body and repossess it before the time runs out. It sounds a bit silly, but in practice it pretty accurately replicates the panicked, “Oh crap!” feeling a boxer might feel when struggling to stand back up. It gets your heart rate going and, if you time it right, you can even carry that running momentum into a massive return punch as soon as you’re back on your feet.

Creed: Rise to Glory really reminded me of the Fight Night series not only in terms of its hybrid realism-meets-arcade presentation, but also in terms of some of the game mechanics as well. If you duck and weave at the exact right moment, then time actually slows down for a brief moment as your opponent is opened up for a vicious counter attack. I landed some of my most satisfying uppercuts and hooks this way.

You can’t stand there and rabbit punch in Creed, either, since the Phantom Melee physics system accurately tracks the force and speed of your punches. Prior to my fight, I got the chance to unload on some training dummies and that really helped sync my movements up before the fight.

Survios wasn’t ready to confirm official plans for multiplayer at this time, but did mention that the gameplay systems were built with that possibility in mind. It’s unclear how connected to the forthcoming Creed II the VR game will be, but you can probably expect some cross-promotional endeavors in a few months.

Creed: Rise to Glory is slated to release later this year around the same time as the upcoming Creed II. Let us know if you think this one has the Eye of the Tiger down in the comments below!

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