Hot on the tail of Survios’ latest release, Sprint Vector (2018), the studio today announced their next VR project, Creed: Rise to Glory, a VR boxing game being developed in partnership with MGM as a complement to the upcoming Creed II movie. While there’s a handful of VR boxing games already available, Survios is promising something called ‘Phantom Melee Technology’, which the company says will offer “an authentic immersive experience that truly makes you feel like a boxing world champion.”

Survios’ latest VR title, Sprint Vector hinges entirely around a unique and highly effective locomotion system that the company calls Fluid Locomotion. The system allows players to navigate immersively and comfortably in VR at high speeds, and it’s clear that Survios put a lot of time and effort into developing the system.

With Creed: Rise to Glory, due out later this year, the company is building the game upon a new set of VR mechanics which Survios calls Phantom Melee Technology. The system, the company says, will enable a more realistic and immersive feeling of boxing in virtual reality:

Creed: Rise to Glory advances virtual reality through Survios’ new Phantom Melee Technology, addressing the ongoing challenge of crafting impactful VR melee combat through a player-avatar disconnect. Phantom Melee Technology relies on a combination of Responsive Control—which triggers strategic desynchronization when the player is staggered or knocked out—and Virtual Stamina, which mimics the slowing effects of fatigue after the player delivers frantic punches or a flurry of blows, to produce authentic hit reactions. The result is a believably intense, wholly immersive boxing sensation.

Survios is working with MGM (Creed IP holder and investor in Survios) on the new title, and the pair plan to bring it to both VR arcades and home VR headsets, though specific platforms haven’t yet been announced. In the game, players can expect to put on the gloves of Adonis Creed, son of heavyweight champion Apollo Creed, and get some coaching from Rocky Balboa.

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“In all the VR experiences we build, we aim to make our players feel empowered, and Creed: Rise to Glory accomplishes this in a very cinematic and active way,” says James Iliff, Survios’ chief creative officer. “We’re throwing players into iconic boxing arenas, trading blows with the top fighters from the franchise, all while experiencing the thrills and showtime dramatics of the ultimate Hollywood-style boxing exhibition. With our new Phantom Melee Technology, the game provides an authentic immersive experience that truly makes you feel like a boxing world champion.”

It certainly sounds interesting, and made all the more intriguing thanks to Survios’ strong track record; we’ll have a chance to find out soon how well it all comes together as the company plans to demo the new title at GDC 2018 in San Francisco next week.

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • MrGreen72

    I cringe when devs refer to their game’s features as “technology” and give them silly names.

    Still looking forward to this though! :-)

    • benz145

      Normally I’d be in the same boat, but to date Survios has shown that they’re thinking deeply about core input mechanics and if they want to codify their work so that others can recognize it, that’s fine by me.

      • jj

        I only half agree because raw data is gd amazing but the input mechanics are as basic as they come. All the input mechanics they have were things most devs make too.
        Sprint vector was pretty original in terms of mechanics though.

  • dogtato

    I’m confused by virtual stamina since the whole point of a vr boxing game is it uses your real stamina

    • JJ

      Right if anything the boxers would have way better stamina than us and we should get tired before our avatars do.

  • Joel Cullum

    Cool… but where’s Fight Night?

  • Raphael

    I do hope VR isn’t going to be flooded with boxing games? Seem to be quite a few of them springing up. I tried one last week. Had good reviews but boxing needs much more aggressive feedback than a vive wand or and octopus touch controller. I was approached by one developer asking if I could design a prototype punch feedback system.