E3 2018: Creed: Rise to Glory Reminds Us that Motion Controls can be Awesome when Done Right

Creed: Rise to Glory is the type of game I think of when people say VR. Not only does something like boxing translate well to VR, especially with things like the PlayStation Move, it’s exactly the type of experience that can be enhanced through motion controls and feeling like you’re in the ring. However, like a lot of things, does it live up to expectations?

The demo is composed of two different but important parts. One is training, where players need to hone their skills and understanding of the mechanics to win, with the other being your bout. After a couple minutes of testing the waters, getting use to the mechanics and more, it was time to show my skills.

Before fighting my opponent, one of the only words of advice I was given was to play defensively. Later found out how defensively I should’ve played, but enhanced the experience for a couple reasons. Not only did it feel like a real match, one where I had to protect myself and wait for my chance to strike, it allowed me to make the most of my moves.

Thanks to mechanics designed to prevent excessive offense or defense, players need to think of it as a real match. For instance, one of the tricks to achieving a one-minute knockout was to, instead of blocking or attacking, simply avoid attacks. This triggers slow-mo, allowing you to punish your opponent, without them being able to block or risk taking damage. Another trick is to move quickly, as impact is determined by the overall speed of your attacks.

While I did not achieve a one-minute knockout or avoid being knocked out myself, an event that requires you to basically move like you’re running back to your body before the countdown ends, it made for an exhilarating experience. Despite not being fully immersed in the world of Creed: Rise to Glory, it showed how fun motion controls can be when done right.

Editor’s Note: Even though I enjoyed my time playing Creed: Rise to Glory, I did experience some tracking issues. I was told this was due to a nearby light being the same or at least a similar color to one of the PlayStation Move wands. I can confirm there was a light that matched the wands color, so it’s entirely possible. Survios assured me this is not a current issue and will not be a problem on day one, though I still wanted to note, if only for the fact this could potentially impact someone’s experience.