Wednesday, October 21, 2026

SCI Is Poking the Bear: Does Undisputed Really Want to Challenge EA Sports?

 



By Poe | The Boxing Videogame Blueprint/Wishlist | Poe & The Community Speaks...

SCI, Be Careful What You Wish For!

Steel City Interactive (SCI), the developer behind Undisputed, has decided to throw a few verbal punches at Electronic Arts (EA) following the announcement of the return of the Fight Night franchise.

SCI's response to EA's announcement was:

"The fight is never over? We'll see you in the ring 😉🥊"

Now, I have a question.

Does SCI really understand who it's challenging?

There is nothing wrong with competition. In fact, I have argued for years that the boxing videogame industry desperately needs more competition. Competition encourages innovation, forces developers to improve their products, and gives consumers alternatives.

But there is a difference between welcoming competition and provoking a company that possesses significantly more experience, financial resources, development infrastructure, and worldwide recognition.

SCI might want to reconsider how hard it pokes this particular bear.

And before anyone misunderstands my position, let me make something clear.

I am not an EA loyalist, and I am certainly not giving EA a free pass. Neither EA's previous boxing games nor Undisputed delivered the level of realistic boxing simulation that I have advocated for decades.

However, I also recognize the enormous difference between the resources available to these two companies.

1. EA Generated More Excitement With an Announcement Than SCI Has Managed in a Long Time

Consider the reaction to EA's return.

Within hours of the announcement, boxing fans, videogame enthusiasts, content creators, and people who had not played a boxing videogame in years were discussing Fight Night.

Early reports indicated that EA's announcement attracted millions of social-media views.

That is remarkable for a franchise that has been absent since Fight Night Champion was released in 2011.

Think about that.

EA did not have to show an extensive gameplay demonstration, a complete roster, a detailed career mode, or a finished boxing videogame to generate considerable attention.

The Fight Night name alone was enough to get people talking.

I suspect EA's announcement generated more attention in a single day than many of SCI's announcements received over much longer periods. However, a direct one-day-versus-one-year comparison would require verified figures using the same metrics.

Nevertheless, the difference in brand recognition should concern SCI.

That doesn't mean the next Fight Night will automatically be successful.

It means EA already possesses something SCI has been working to build: substantial recognition among multiple generations of boxing videogame consumers.

And SCI should not underestimate what that recognition means.

2. SCI Is Challenging a Company With Decades of Sports Videogame Experience

Let's put things into perspective.

EA has decades of experience developing and publishing sports videogames, including:

  • Knockout Kings

  • Fight Night

  • EA Sports UFC

  • Madden NFL

  • EA Sports FC, formerly FIFA

  • NHL

  • Other licensed sports properties

SCI, on the other hand, is a considerably smaller developer whose commercial boxing videogame experience is primarily associated with Undisputed.

Does that automatically mean EA will develop a superior boxing videogame?

Absolutely not.

Experience and money do not guarantee authenticity, realism, competent development decisions, or consumer satisfaction.

But resources matter.

EA has an established international marketing and distribution infrastructure, experience managing large sports rosters, relationships throughout the sports industry, and access to development technologies and personnel.

SCI cannot simply dismiss those advantages.

And while SCI can point to the fact that it has already released a modern boxing videogame, that achievement does not place the company on equal footing with EA in every aspect of sports videogame development.

SCI has experience developing Undisputed. EA has experience developing and marketing entire generations of major sports videogames.

Those are two different levels of organizational experience.

3. Don't Confuse Social Media Confidence With Development Capability

There is something that bothers me about the way videogame companies sometimes communicate with consumers.

Marketing confidence can begin to overshadow actual development achievements.

A clever social-media response might generate likes, shares, reactions, and headlines, but none of those things improve the videogame itself.

Social-media engagement does not implement realistic clinching.

It does not fix unnatural boxer stances.

It does not create convincing inside boxing.

It does not improve defensive reactions, balance, footwork, referee behavior, or artificial intelligence.

And it certainly does not produce a comprehensive boxing ecosystem.

SCI has received criticism from consumers regarding these very systems.

Some features that boxing enthusiasts expected to see in Undisputed were absent, limited, or implemented differently from what they anticipated.

I have discussed these concerns repeatedly, not because I want SCI to fail, but because I want boxing videogames to evolve.

So when SCI publicly challenges EA, I have to ask:

Wouldn't it be more productive to demonstrate what Undisputed 2 is going to do differently?

Show consumers meaningful gameplay improvements.

Show us authentic boxer-specific movement.

Show us realistic clinching and inside boxing.

Show us intelligent defensive positioning, referee involvement, comprehensive career systems, and the boxing features that have been requested for years.

That would be a much stronger statement than telling EA, "We'll see you in the ring."

4. SCI Might Be Giving EA Free Advertising

There is another possibility that shouldn't be overlooked.

By responding directly to EA's announcement, SCI may be helping to amplify the very company it intends to challenge.

Think about how marketing works.

When a smaller company publicly challenges a much larger and more recognizable competitor, the smaller company can benefit from the association.

SCI may receive additional attention from consumers who otherwise would not be discussing Undisputed.

That is a legitimate marketing strategy.

However, the strategy works both ways.

Every conversation comparing Undisputed to Fight Night reminds consumers that EA is returning to the boxing videogame industry.

Every challenge creates another opportunity for consumers to ask what EA might deliver that SCI hasn't.

And if EA reveals impressive gameplay, extensive licensing agreements, innovative systems, and comprehensive game modes, the same comparison SCI is encouraging could begin working against it.

SCI may be using EA's announcement to promote Undisputed, but it could also be reminding consumers that a potentially formidable alternative is coming.

That is the risk of publicly challenging a competitor before consumers have seen what both companies intend to offer.

5. EA Is Not the Same Fight Night Development Team From 2011

Before anyone starts celebrating EA's return as a guaranteed victory, there is an important issue that needs to be addressed.

The original development personnel responsible for the previous Fight Night games cannot simply be assumed to be returning.

Brian Hayes, who played an important role in the franchise's development, is one of the notable names no longer associated with that original team.

Other developers and contributors have also moved on over the years.

That matters.

A franchise name does not develop a videogame.

Developers, designers, programmers, animators, technical specialists, researchers, producers, and knowledgeable boxing consultants develop videogames.

EA has not yet demonstrated that its new boxing project will reproduce the strengths of its earlier releases, let alone advance beyond them.

Will EA build upon its previous boxing systems?

Will it adopt modern technology to achieve greater physical realism?

Will it properly study boxer-specific techniques, movement, defensive habits, personalities, and tendencies?

Will it develop a meaningful simulation experience rather than focus primarily on competitive online balance?

Those questions remain unanswered.

The returning Fight Night brand should generate excitement, but it should also generate scrutiny.

EA has resources.

Now it needs to demonstrate how those resources will be used.

6. Undisputed 2 Cannot Depend on Licensing and Marketing Alone

SCI has already demonstrated that it can secure recognizable boxing personalities and important licensing agreements.

The presence of Muhammad Ali, other legendary boxers, contemporary champions, and major sanctioning organizations gives the Undisputed franchise considerable presentation and marketing value.

But how much does licensing really matter when fundamental boxing systems remain limited?

Muhammad Ali's presence does not automatically produce Muhammad Ali's movement.

A licensed belt does not automatically create an authentic championship ecosystem.

Having a recognizable boxer on the cover does not mean that boxer behaves accurately inside the ring.

Authenticity requires more than official names, recognizable faces, and licensed equipment.

It requires authentic mechanical behavior.

It requires individualized boxer identities.

It requires a developer to understand why Joe Frazier, Muhammad Ali, Larry Holmes, Mike Tyson, Sugar Ray Leonard, Pernell Whitaker, and Floyd Mayweather Jr. approached boxing differently.

Their differences should be represented through interconnected tendencies, attributes, traits, capabilities, techniques, reactions, defensive choices, footwork, and ring intelligence.

This is the kind of development SCI should be prioritizing for its next game.

And EA should be held to precisely the same standard.

7. EA Doesn't Have to Respond to Every Challenge

There is something to be said for allowing a product to speak for itself.

If EA intends to compete seriously in the boxing videogame market, it does not need to answer every social-media challenge from SCI.

It needs to demonstrate a credible product.

Imagine EA releasing an extended, unedited gameplay demonstration featuring two boxers with dramatically different styles.

Imagine that demonstration includes authentic footwork, realistic defensive reactions, intelligent inside boxing, fluid clinching, believable fatigue, advanced boxer-specific AI, and a functioning in-ring referee.

Then imagine EA following that demonstration with a comprehensive breakdown of its Career Mode, Creation Suite, boxing organizations, and offline simulation systems.

That would generate a much more meaningful discussion than trading clever remarks online.

Of course, those are hypothetical examples, not announced features.

But they illustrate the type of competitive advantage EA could establish if it applies its resources intelligently.

EA doesn't need to win a social-media exchange. It needs to deliver a boxing videogame worth playing.

The same applies to SCI.

8. Content Creators May Find Themselves in an Uncomfortable Position

Another interesting consequence of EA's return involves the boxing videogame content creator community.

For years, Undisputed has occupied an unusually prominent position because there has been no new major Fight Night release to compete directly with it.

Some content creators have developed their audiences around Undisputed.

Others have received promotional opportunities, access, or recognition associated with SCI.

What happens when EA begins expanding its marketing campaign?

Will some creators shift their attention toward the returning Fight Night franchise?

Certainly, some will want to cover both games. Others may pursue exclusive promotional relationships, depending on the opportunities available.

That raises an important question about independent criticism.

Will content creators evaluate both boxing videogames honestly, or will access, sponsorships, and promotional opportunities influence how they present each product?

I believe boxing consumers deserve reviewers and creators who can discuss the strengths and weaknesses of both games without treating criticism as disloyalty.

Competition should improve the quality of videogames and the quality of consumer information.

It should not become an excuse for competing marketing campaigns disguised as independent analysis.

9. SCI Should Remember Why Consumers Have Criticized Undisputed

Let me make something perfectly clear.

SCI's biggest problem isn't necessarily EA.

It is whether SCI can demonstrate meaningful progress on the concerns raised about its own product.

Consumers have questioned or criticized several aspects of Undisputed, including:

  • Boxer stances, postures, and individualized movement

  • Clinching and authentic inside boxing

  • Punch impact, weight transfer, and defensive reactions

  • Stamina, fatigue, and accumulated physical deterioration

  • Boxer-specific AI, tendencies, and ring intelligence

  • Referee presence and authentic officiating

  • Career Mode depth and the broader boxing ecosystem

  • The absence or limitations of certain simulation and creation features

Not every criticism carries equal weight, and SCI has made changes to its game over time.

Nevertheless, marketing cannot permanently substitute for demonstrating improvements.

If SCI truly wants to compete with EA, it should use that competition as motivation to address its product's weaknesses.

And perhaps the most revealing thing about the Fight Night announcement is that many boxing videogame consumers are excited about the possibility of having another major option.

SCI should ask itself why that excitement exists.

It may not simply be nostalgia.

For some consumers, it may reflect dissatisfaction with what is currently available.

10. The Real Winner Should Be the Boxing Videogame Consumer

I have been advocating for a deeper, more realistic boxing videogame experience for decades.

My position has never been that EA should dominate the market or that SCI should disappear.

Quite the opposite.

I want EA, SCI, 2K, Visual Concepts, and capable independent studios to compete.

I want developers challenging one another to produce better boxing videogames.

I want genuine innovation rather than a situation where consumers must accept limited features because there are few alternatives.

And I do not believe every boxing videogame needs to appeal to the same audience.

A developer should be able to create a realistic simulation experience while offering optional hybrid or arcade settings for consumers who prefer a different approach.

Offline and online experiences can have distinct rules and priorities.

Career Mode does not need to be compromised for competitive online balance.

Realistic boxer behavior should not automatically be sacrificed because some consumers find it challenging to master.

And the knowledge of experienced boxers, trainers, boxing historians, technical analysts, and serious boxing enthusiasts should be treated as an important development resource.

A realistic boxing videogame can make a hardcore fan out of a casual.

I have maintained that position for years, and EA's return has not changed it.

11. SCI, Are You Really Ready to Step Into the Ring With EA?

Here is where I stand.

I understand why SCI responded to EA.

It wants to show confidence.

It wants its consumers to believe the company isn't intimidated.

It wants people discussing Undisputed alongside Fight Night.

But SCI needs to recognize that challenging EA brings additional expectations.

Once you publicly declare that you are ready to compete, consumers have every reason to compare your development decisions, gameplay mechanics, technological capabilities, content, presentation, and overall product quality.

And those comparisons may not always favor SCI.

EA possesses financial resources and organizational experience that SCI cannot easily duplicate.

But EA also has something to prove.

It must demonstrate that its return is more than a recognizable franchise name and an effective marketing campaign.

Neither company has earned the right to declare itself the superior developer of realistic boxing simulations.

That distinction must be earned through actual gameplay and comprehensive boxing systems.

Final Thoughts: Be Careful When You Poke the Bear

SCI has every right to compete with EA.

It has every right to promote its product, challenge a rival, and demonstrate confidence in its future.

But confidence should be supported by results.

For years, SCI has had an opportunity to establish Undisputed as a defining modern boxing videogame franchise.

Now EA is returning, and the competitive landscape could change dramatically.

SCI might discover that the company it publicly challenged has the resources to compete on a scale it has never faced before.

On the other hand, EA might discover that returning to the boxing videogame industry after 15 years is more difficult than simply reviving a familiar name.

Both companies have something to prove, but SCI has something EA currently does not: a modern boxing videogame already available for consumers to judge.

That means SCI's existing product is part of the comparison whether the company likes it or not.

So my message to SCI is simple:

You told EA, "We'll see you in the ring."

Well, make sure you come prepared to box, because marketing alone isn't going to save you when the bell rings.

And my message to EA?

Don't come back expecting boxing fans to accept another superficially realistic boxing videogame simply because it carries the Fight Night name.

Bring something new.

Bring something authentic.

Bring something innovative.

Bring the type of boxing simulation this sport deserves.

Because ultimately, I am not interested in which company talks the loudest.

I want to know which company is willing to build the better boxing videogame.

And until somebody proves otherwise, I will continue holding both companies accountable.


Poe Speaks...

The Boxing Videogame Blueprint/Wishlist

Poe & The Community Speaks...

A Realistic Boxing Game Can Make a Hardcore Fan Out of a Casual.

#BringBackESBC #FightNight #Undisputed #SteelCityInteractive #EASports #BoxingVideogames #BoxingSimulation #PoeSpeaks

The Double Standard: Why Do UFC/MMA Gamers Demand Realism in Their Sport but Question It in Boxing Videogames?

 

The Double Standard: Why Do UFC/MMA Gamers Demand Realism in Their Sport but Question It in Boxing Videogames?

There is a legitimate double standard worth challenging in the combat sports gaming community. Some UFC/MMA gamers want their own sport represented accurately, yet criticize boxing enthusiasts who demand the same level of realism, authenticity, and simulation in boxing videogames.

The contradiction becomes particularly noticeable when conversations turn to gameplay mechanics, movement, defensive systems, stamina, damage, boxing techniques, and what makes a videogame a true simulation.

But there is an important distinction: Everyone has the right to express an opinion about either sport's videogames. Having an opinion, however, does not automatically make someone qualified to determine how accurately a sport should be represented.

That standard should apply equally to boxing, MMA, and every other sports simulation.

1. Why does this double standard exist?

Several factors may explain the behavior you are describing.

First, the overlapping audience. Many UFC/MMA gamers also play boxing videogames. Because both sports involve striking, they may assume their knowledge transfers directly between them.

There is some overlap, but boxing and MMA are fundamentally different competitive disciplines.

MMA striking must account for takedowns, kicks, knees, elbows, clinch grappling, and submissions. Traditional boxing operates under a different ruleset, which produces distinct stances, defensive positioning, footwork, punch selection, and tactical decision-making.

Knowing how to use boxing combinations in a UFC videogame does not necessarily mean someone understands the technical requirements of a dedicated boxing simulation.

Second, gamers sometimes confuse personal enjoyment with accurate representation.

A player might say:

  • "The movement is too slow."

  • "The stamina system is too punishing."

  • "Clinching ruins the action."

  • "The defensive mechanics are too complicated."

  • "The game would be more fun if punches were faster and easier to throw."

Those are legitimate gameplay preferences.

But they are not, by themselves, evidence that the boxing mechanics are incorrect.

A simulation should not automatically abandon an authentic mechanic simply because someone dislikes learning or using it.

Third, competitive gaming influences design expectations.

Some competitive players favor immediate responsiveness, predictable outcomes, simplified defensive systems, and mechanical consistency.

Those characteristics can be valuable for competitive balance. But realistic boxing also includes tactical uncertainty, stylistic mismatches, fatigue, imperfect reactions, clinching, and other factors that complicate competitive play.

The challenge is distinguishing what is being requested for competitive convenience from what is required for sporting authenticity.

2. The evidence that makes this contradiction worth discussing

EA's own UFC development commentary provides an interesting example.

In its discussion of EA Sports UFC 6, EA emphasized authentic athlete movement, distinctive styles, improved striking, and the importance of knowledgeable community feedback. The company explained that players wanted competitors to behave more like their real-world counterparts.

EA
+1

Those are remarkably similar to the demands made by serious boxing simulation enthusiasts.

Meanwhile, discussions within the Undisputed community demonstrate disagreement about realism and accessibility. Some players criticize the absence of authentic defensive movement, while others are willing to sacrifice certain simulation features for competitive enjoyment.

Reddit
+1

This does not establish that MMA gamers as a group are hypocritical. It does, however, illustrate that different communities sometimes apply competing standards to realism.

3. Would UFC/MMA gamers accept boxing enthusiasts removing their sport's mechanics?

Imagine a dedicated boxing gamer visiting a UFC videogame forum and making these demands:

  • Remove submissions because they interrupt the striking.

  • Reduce grappling because the ground game is boring.

  • Eliminate takedown fatigue because it restricts aggression.

  • Simplify clinch wrestling because it is too complicated.

  • Make every competitor use similar movement and defensive animations.

  • Remove specialized wrestling and Brazilian jiu-jitsu mechanics to make gameplay more accessible.

How many serious MMA enthusiasts would agree?

Some might, but many would reasonably argue that those mechanics are essential to representing mixed martial arts.

And they would be correct.

Now apply that exact principle to a boxing videogame.

Why should knowledgeable boxing enthusiasts have to defend the inclusion of clinching, inside boxing, realistic fatigue, defensive shells, ring generalship, boxer-specific footwork, feints, and tactical pacing?

These are not unnecessary complications. They are integral elements of boxing.

A boxing simulation without authentic boxing mechanics is no more complete than an MMA simulation without credible grappling.

4. The difference between having a voice and having authority

I would not argue that UFC/MMA gamers should be excluded from providing feedback on boxing videogames.

Their experience can identify real problems involving controller responsiveness, accessibility, interface design, matchmaking, animation transitions, and technical performance.

Similarly, a boxing enthusiast can identify poor striking mechanics, unrealistic stamina, or unnatural movement in a UFC videogame.

But evaluating the authenticity of complex boxing mechanics requires knowledge of boxing.

That distinction is important for developers.

Feedback category

Whose expertise should carry the most weight?

Boxing technique and authenticity

Experienced boxers, trainers, technical analysts, knowledgeable boxing researchers

MMA technique and authenticity

MMA athletes, coaches, grappling and striking specialists

Controls and accessibility

Players across skill levels, UX designers

Competitive balance

Competitive players and game systems designers

Simulation systems

Sporting specialists working with simulation engineers

Technical bugs and performance

All players, QA testers and developers

The appropriate influence should depend on the question being asked, not on which community is louder.

5. Why the simulation audience deserves its own experience

There is no requirement that every boxing videogame appeal equally to every type of player.

A simulation can provide accessibility without sacrificing its underlying sporting model.

For example, a realistic boxing game can offer beginner-friendly controls while still simulating stamina depletion, foot placement, defensive positioning, clinching, and stylistic individuality.

It can also provide separate simulation, hybrid, and arcade rulesets without forcing all three audiences into one compromised experience.

What developers should avoid is allowing preferences intended for competitive or arcade gameplay to automatically dictate the authenticity of the simulation itself.

6. The question I would put to both communities

If you believe an MMA videogame should respect the intricacies of mixed martial arts, why shouldn't a boxing videogame respect the intricacies of boxing?

And conversely, boxing enthusiasts should be willing to extend that same respect to MMA enthusiasts.

The answer cannot simply be that one group considers a mechanic entertaining and another considers it boring.

Entertainment is subjective. Sporting authenticity is something we can examine through technique, biomechanics, rules, and observable competition.

A videogame can be entertaining without being a simulation. There is nothing inherently wrong with that.

The problem arises when someone insists that an explicitly simulation-oriented game abandon its sporting foundation to accommodate their personal preference, while demanding technical authenticity in the game representing their own sport.

The standard should be reciprocal: You do not have to enjoy every realistic mechanic, but your dislike of that mechanic does not make it unrealistic or unnecessary.

And that is the strongest argument to bring to the boxing and MMA gaming communities. It challenges inconsistent expectations without dismissing anyone's right to participate in the conversation.

EA Sports & SCI: Will We Ever Get a Realistic/Sim Boxing Videogame ?

 

EA Sports & SCI: Will We Ever Get a Realistic/Sim Boxing Videogame ?

A Public Challenge to EA Sports, Steel City Interactive, and the Boxing Community

Some boxing fans have already made up their minds.

"EA Sports and Steel City Interactive will never make a true boxing simulation."

I understand why some fans feel that way. After decades of boxing videogames, countless discussions about realism, and repeated promises of authenticity, we're still debating fundamental aspects of boxing that should have been established long ago.

We've watched graphics improve, boxer likenesses become more recognizable, licensing agreements expand, and presentation evolve. Yet the actual representation of the Sweet Science continues to fall short of what many knowledgeable boxing fans expect.

Neither EA's Knockout Kings and Fight Night franchises nor SCI's Undisputed has delivered the comprehensive boxing simulation I've spent decades advocating.

However, I have a serious question for those who insist it will never happen.

How do you know it will never happen? And more importantly, why have we reached a point where so many boxing fans have accepted that possibility as inevitable?

There is an enormous difference between something being technologically impossible and a development company simply deciding that it isn't a priority.

That distinction deserves a serious conversation.

Are EA and SCI Making Boxing Simulations or Competitive Boxing Videogames?

This is the first question I want both companies to answer.

Are you developing a realistic simulation of professional boxing, or are you developing a competitive videogame that happens to feature professional boxers?

There is nothing inherently wrong with producing an accessible, competitive boxing videogame. There is an audience for that experience.

But accessibility, competitive balance, authenticity, and simulation are not interchangeable concepts.

A boxing simulation should attempt to reproduce the sport's technical, physical, psychological, tactical, and strategic characteristics.

That includes more than accurately scanning a boxer's face, recording a few signature movements, capturing professional punches, or purchasing the rights to championship belts.

Realism must be demonstrated through the gameplay systems and how those systems interact.

Consider what a comprehensive simulation could include:

  • Authentic boxer-specific footwork, stances, postures, movement rhythms, and defensive styles.

  • Individualized attributes, traits, tendencies, capabilities, mannerisms, and signature techniques.

  • Intelligent CPU boxers capable of adapting strategies without abandoning their established boxing identities.

  • Fully developed inside fighting, clinching, smothering, parrying, catching, slipping, rolling, and counterpunching.

  • Realistic stamina, fatigue, cumulative damage, balance, weight transfer, and punch-impact physics.

  • Meaningful differences between heavy-handed punchers, feather-fisted boxers, defensive specialists, pressure boxers, counterpunchers, and technically versatile boxers.

  • Proper refereeing, judging, corner instructions, trainer influence, and medical stoppages.

  • Extensive amateur boxing, career, championship, promotional, management, and boxing-universe systems.

  • A comprehensive Creation Suite that allows players to develop and customize their own boxing ecosystem.

  • Deep offline gameplay options, including CPU-versus-CPU simulation, spectator features, and customizable rules.

These are not simply graphical enhancements. They represent interconnected systems that could help a boxing videogame behave more like the actual sport.

Implementing them properly requires research, engineering, calibration, and extensive testing.

The question isn't whether every imaginable feature can be implemented immediately. It's whether realistic boxing is the foundation of the development philosophy.

What Is Actually Preventing a Realistic Boxing Simulation?

Modern videogame development offers capabilities that were unavailable during the earlier generations of Knockout Kings and Fight Night.

Developers can use advanced animation blending, procedural movement systems, motion matching, physics-based reactions, increasingly sophisticated AI, detailed behavioral modeling, and powerful development engines.

None of these technologies guarantees authenticity.

A sophisticated game engine cannot replace an understanding of boxing. Motion capture cannot independently determine whether a boxer is moving correctly. Artificial intelligence cannot compensate for poorly researched boxing behavior or inadequate gameplay architecture.

Developers still need experienced engineers, animators, systems designers, researchers, knowledgeable boxing specialists, and qualified testers.

However, it would be unreasonable to assume that the limitations of boxing videogames developed fifteen or twenty years ago automatically represent the limitations of modern development.

So I want EA and SCI to answer a straightforward question.

What is actually stopping you from producing a more comprehensive boxing simulation?

Is it the development budget?

Is it the required production time?

Is it the complexity of integrating numerous realistic systems?

Is it management's creative direction?

Is it the assumption that most consumers prefer simplified gameplay?

Or is it the decision to prioritize competitive online balance over the unpredictable realities of professional boxing?

There may be legitimate commercial and technical explanations for certain development decisions.

But those explanations should be distinguished from vague claims that deeper simulation simply isn't possible.

Why Should Offline Boxing Be Compromised for Online Competition?

This is one of my biggest disagreements with how boxing videogames are often designed.

Boxing is naturally competitive, but boxing is not naturally balanced.

Professional boxers are not physically or technically equal.

Some punch harder. Some recover faster. Some are more durable. Some have exceptional timing, reach, conditioning, defensive instincts, or ring intelligence.

Others have limitations that significantly affect their performances.

Those differences are essential to boxing.

A realistic simulation should represent them rather than artificially neutralizing them to make every matchup equally competitive.

For example, a boxer who is naturally heavy-handed should not automatically lose that advantage simply because competitive players believe his punching power is unfair.

Likewise, a highly skilled defensive boxer should not have his capabilities reduced merely because opponents struggle to land punches against him.

Competitive online gameplay may require separate balancing rules, restrictions, matchmaking systems, or standardized settings.

That's understandable.

But why should those decisions dictate the entire offline simulation experience?

I have consistently advocated for a simulation-focused foundation with optional Hybrid and Arcade gameplay experiences.

Offline simulation and competitive online play should be allowed to operate under different gameplay rules where necessary.

This approach would require careful engineering and maintenance, but it could accommodate different audiences without forcing everyone into the same interpretation of boxing.

The question for developers is whether they are willing to design that separation.

Who Is Actually Influencing the Development of These Games?

Another important issue is the selection of the people who influence gameplay authenticity.

Companies frequently promote their relationships with professional boxers, recognizable personalities, and industry consultants.

That sounds impressive in marketing materials.

But being a professional boxer does not automatically make someone knowledgeable about videogame development, simulation architecture, animation systems, or advanced gameplay mechanics.

Likewise, being an accomplished videogame developer does not automatically make someone knowledgeable about boxing.

Both areas of expertise matter.

A serious boxing simulation should benefit from collaboration involving professional boxers, experienced trainers, boxing historians, technical analysts, referees, judges, boxing researchers, records specialists, simulation designers, AI engineers, animators, and experienced boxing-game testers.

These individuals bring different forms of knowledge.

A professional boxer may explain how a particular movement feels and why it works. A trainer may explain technical positioning and strategic adjustments. A historian may identify stylistic differences across eras. An experienced simulation designer can translate these observations into interactive systems.

But there is another group whose knowledge deserves recognition.

The dedicated boxing fans who have spent decades studying the sport, analyzing footage, identifying technical inaccuracies, and researching what videogame technology can accomplish.

Their knowledge should not be automatically dismissed as nitpicking simply because their expectations extend beyond what a company currently provides.

Casual gamers and competitive players also have valuable feedback to offer, particularly about accessibility, presentation, user experience, and competitive formats.

However, expertise should be relevant to the subject being evaluated.

A person who understands competitive gaming does not necessarily understand whether a boxer is technically authentic.

If the question concerns boxing realism, shouldn't demonstrated boxing knowledge carry greater weight?

Have Boxing Fans Started Accepting Less?

This brings me back to the fans who insist that EA or SCI will never deliver a realistic simulation.

Their skepticism is understandable.

Previous boxing videogames have repeatedly disappointed players who wanted deeper mechanics, extensive offline features, and stronger representations of individual boxers.

But there is a danger in treating those disappointments as proof that meaningful progress is impossible.

When expectations fall low enough, features that should be standard can begin receiving extraordinary praise.

A more attractive boxer model becomes a major achievement.

A familiar championship belt becomes a selling point.

A handful of improved animations becomes evidence of revolutionary realism.

Meanwhile, essential mechanics and deeper boxing systems may remain incomplete or absent.

None of those presentation improvements is inherently unimportant.

But visual authenticity and licensing should complement gameplay authenticity, not substitute for it.

This is especially relevant when companies use terms such as realistic, authentic, and simulation in their promotional messaging.

Those descriptions should invite scrutiny.

What makes the boxing realistic?

What systems reproduce the sport's actual mechanics?

How are boxers differentiated beyond numerical ratings?

How does the AI reproduce individual boxing intelligence?

How does the game handle fatigue, damage, defensive responsibility, distance management, and strategic adjustments?

What evidence supports the company's claims?

These are reasonable questions from paying consumers.

And asking them should not be considered an attack on developers or an attempt to ruin anyone else's enjoyment.

Commercial Viability Is Not the Same as Technical Feasibility

There are three separate questions that should never be confused.

1. Can a comprehensive boxing simulation be developed?

Many of its individual systems are technically feasible, but delivering them together at a high standard would require substantial resources, careful architecture, integration, and testing.

2. Would developing one be commercially worthwhile?

That depends on production costs, market size, pricing, audience demand, retention, long-term sales, and the company's business strategy.

3. Do EA Sports and SCI actually want to prioritize one?

That depends on decisions made by their leadership, producers, creative directors, and development teams.

The answers are not necessarily the same.

A company can possess the technical capability to pursue a feature and still choose not to fund it.

A concept can be technically feasible while being commercially difficult.

And a commercially viable idea can be rejected because it conflicts with the creative direction of a particular development team.

A company's refusal to prioritize a design feature does not automatically establish that the feature is impossible.

By the same reasoning, the availability of modern technology does not automatically prove that every ambitious simulation concept can be delivered within a realistic production budget.

Both distinctions matter.

Five Direct Questions for EA Sports and Steel City Interactive

I would genuinely like both companies to address the following questions publicly.

1. What does a realistic boxing simulation mean to your development team?

Not as a marketing phrase, but as a measurable gameplay philosophy.

2. Who is your primary audience?

Are you prioritizing casual players, competitive online gamers, dedicated boxing fans, simulation enthusiasts, or attempting to accommodate all of them?

If you're attempting to satisfy everyone, how will you prevent one audience's preferences from unnecessarily compromising another's?

3. Why should online competitive balancing influence offline boxing authenticity?

Would you consider separating competitive gameplay rules from a more comprehensive simulation?

4. What are the actual obstacles to implementing deeper boxing systems?

Which limitations are technical, financial, architectural, or production-related, and which represent deliberate creative decisions?

5. How will you demonstrate that realism is being prioritized?

Will players see evidence of authentic boxer behavior, intelligent AI, meaningful boxer individuality, comprehensive mechanics, and deeper boxing modes rather than relying primarily on graphics, licensing, and promotional claims?

These questions are not demands for confidential business information or unrealistic guarantees.

They are an invitation to explain the design philosophy behind products marketed to boxing fans.

My Question to the Boxing Community

To those who say EA Sports and SCI will never produce a realistic boxing simulation:

Are you making that prediction because you understand the technological and financial obstacles, or because decades of disappointing boxing videogames have convinced you to stop expecting more?

Those are two very different positions.

I am not suggesting that either company will suddenly deliver everything simulation fans want.

I am not guaranteeing that EA's next Fight Night or SCI's next Undisputed will meet those expectations.

And I am certainly not suggesting that the development process is easy.

What I am challenging is the assumption that past shortcomings establish permanent technological boundaries.

I also reject the idea that boxing fans must choose between enjoying a game and critically evaluating its authenticity.

You can appreciate what a developer accomplished while recognizing what was omitted, oversimplified, or poorly implemented.

You can support the existence of more boxing videogames while demanding substantially better boxing simulations.

And you can acknowledge development constraints without automatically accepting every creative decision a company makes.

Final Thoughts: Stop Confusing What Companies Have Done With What Can Be Done

I want EA Sports and Steel City Interactive to succeed.

More boxing videogames mean more opportunities for competition, innovation, and different approaches to representing the sport.

But I don't want either company to succeed merely because boxing fans have become accustomed to limited choices.

I want them to succeed because they deliver something worthy of the sport they represent.

A truly ambitious boxing simulation should aspire to reproduce boxing's individuality, unpredictability, complexity, strategy, history, and competitive ecosystem.

It should give knowledgeable fans reasons to respect its authenticity and casual gamers opportunities to discover why boxing is called the Sweet Science.

EA Sports and SCI, the question is no longer simply whether you can make another boxing videogame.

The question is whether you're willing to make a genuine boxing simulation, and if not, why not?

And to the fans who believe that will never happen:

Don't mistake decades of unmet expectations for proof that progress is impossible.

A realistic boxing simulation may be difficult to develop. It may be expensive. It may require a different design philosophy from those we've previously experienced.

But until its practical limitations have been properly examined, dismissing the entire concept as impossible is premature.

A Realistic Boxing Game Can Make a Hardcore Fan Out of a Casual.

Poe Speaks… #BringBackESBC

Undisputed vs. EA Fight Night: What Did They Get Right, and What Did They Fail to Deliver?

 


Undisputed vs. EA Fight Night: What Did They Get Right, and What Did They Fail to Deliver?

First, we need to establish something: Neither Steel City Interactive's Undisputed nor EA's Knockout Kings and Fight Night franchises delivered a comprehensive, realistic or authentic boxing game.

All three offered elements of boxing. All three had strengths. All three had limitations. But none fully recreated the technical, physical, psychological, tactical, and organizational complexity of the sport.

That does not mean we should ignore what they accomplished.

SCI deserves credit where it introduced features that EA never provided. EA deserves credit for features its older boxing games offered that Undisputed did not preserve or improve.

1. What Undisputed did that EA's boxing franchises didn't

Undisputed - Discover an authentic boxing experience.

Licensed championship organizations

SCI included the WBC, WBO, and IBF championships, alongside its fictional SCI title. This provided a more recognizable championship structure than EA's predominantly fictional career belts. However, the WBA was absent from Undisputed's main career championship system.

Undisputed to coś więcej niż walka. Twórcy przygotowali rozbudowany i zaskakujący tryb kariery

Selectable professional support team

Undisputed allowed players to assemble a manager, coach, and cutman in Career Mode. EA had training and career progression mechanics, but not the same explicit three-role team management structure.

Worthplaying | 'Undisputed' Final Early Access Update Adds Career Mode, Character Creator, Fighter Select Customisation - Screens & Trailer

Career contract negotiations

SCI introduced a system for selecting opponents, negotiating purses and making career decisions around money and fame. This offered a more explicit business-management component than EA's traditional career progression. It was still far from a complete boxing business simulation.

Test - Undisputed - Xbox Gamer - Toute l'actualité Xbox Series X|S et Xbox One

Modern women's professional boxing roster

Undisputed represented multiple contemporary women's boxing stars and their professional careers. However, women's boxing was not a first for the genre or for EA, since Knockout Kings 2001 included women.

One important distinction: Undisputed also implemented boxer-specific punch and combination preferences for selected licensed boxers. That deserves recognition, but it does not establish that its complete boxer identity system surpassed every previous EA title.

2. Additional areas where Undisputed expanded the experience

These are areas where SCI introduced a more explicit feature or different implementation, although they should not all be called industry firsts.

  • Loose Movement and Flat-Footed Movement: Separate movement states, including an automatic flat-footed state linked to stamina depletion. The implementation was not necessarily an accurate representation of every boxer's movement.

  • Career roster customization: An April 2025 update allowed players to select which created and licensed boxers populated their career roster.

  • Licensed boxing equipment: Brands such as Rival, Everlast, Cleto Reyes, Empire Pro Tape and Adams Footwear contributed to a recognizable boxing environment.

  • CompuBox presentation: SCI incorporated licensed CompuBox branding and statistical presentation.

  • Boxer physical customization: Detailed body and facial adjustments, including specific muscle definition controls.

These features were documented by SCI.

3. What was missing from both franchises?

This is where the conversation becomes much more important. The following table evaluates system depth across the franchises, not whether a feature appeared in absolutely every installment.

Boxing system

EA Knockout Kings / Fight Night

SCI Undisputed

Complete professional boxing ecosystem

Largely missing

Largely missing

Four major sanctioning organizations operating realistically

Missing

Three major belts, incomplete

Organic, independent boxer careers and records

Limited career simulation

Limited career simulation

Full amateur boxing ecosystem

Missing

Introductory tournament only

Authentic individual boxer DNA, tendencies and behavior

Partial

Partial

Advanced inside fighting and smothering

Limited

Incomplete

Clinching and referee interaction

Present in some EA games, limited in depth

Clinching removed

Independent referee personalities and rule enforcement

Incomplete

Incomplete, no persistent in-ring referee

Advanced judging personalities and scoring variation

Incomplete

Incomplete

Realistic conditioning, injuries and long-term wear

Simplified

Simplified

Comprehensive boxing business and promotional management

Missing

Limited

Deep boxer, gym, organization and personnel creation

Limited

Limited

Living boxing universe with autonomous promotions and organizations

Missing

Missing

Full CPU-vs-CPU broadcast and spectator ecosystem

Inconsistent or limited

Missing or inadequate

Important: EA did implement clinching, referees, corner interactions, training, story modes and other systems in certain releases. These should not be described as universally absent. In contrast, SCI explicitly confirmed the removal of clinching from Undisputed's launch version.

4. What EA did that Undisputed failed to preserve or surpass

The comparison must go both ways.

EA's advantages included:

  1. Working clinch mechanics in several Fight Night installments, even if simplified.

  2. Visible, functioning referees in earlier boxing games rather than relying primarily on cinematic appearances.

  3. More substantial narrative presentation through Fight Night Champion's story mode.

  4. Corner and training gameplay that allowed players to participate directly in certain aspects of boxer preparation and recovery.

  5. Online Gyms in Fight Night Champion, giving players a structured boxing community feature.

  6. Established defensive, counterpunching and punching-control mechanics that were sometimes more cohesive than their newer alternatives.

EA officially documented Fight Night Champion's narrative mode, muscle-group stamina mechanics and Online Gyms.

5. The biggest shared failure: Neither created a genuinely living boxing world

A realistic boxing simulation should be more than a player climbing a ranking ladder.

Imagine a world in which 500 or more boxers independently build records, suffer injuries, change trainers, move between weight divisions, negotiate fights, develop rivalries, decline physically, retire or make comebacks.

Imagine sanctioning organizations maintaining separate rankings, mandating defenses, stripping titles, ordering eliminators and disagreeing over which boxers deserve title opportunities.

Imagine the player's decisions being only one part of a larger boxing ecosystem that continues functioning without them.

That is the distinction between a conventional boxing career mode and a living boxing universe simulation.

Neither franchise fully delivered that experience.

6. Questions the boxing community should answer

I would frame your discussion this way:

  • What did SCI's Undisputed genuinely improve over every EA boxing game?

  • What features did Knockout Kings or Fight Night already possess that SCI failed to include?

  • Did Undisputed's licensed championship belts make its Career Mode more authentic, or did they primarily improve presentation?

  • Why has neither company fully simulated professional boxing's organizations, rankings, business relationships and governing rules?

  • Why are advanced boxing fundamentals still treated as optional when developers market authenticity and realism?

My conclusion

SCI achieved something meaningful with the WBC, WBO and IBF licensing. This gave Undisputed a credible advantage in championship representation, but having authentic belts is not the same as simulating how those championships operate.

EA provided features that Undisputed omitted, while SCI introduced career-management and licensing elements that EA never fully explored.

Neither delivered the complete sport.

The question isn't simply which boxing game did more. It's why, after decades of boxing videogames, we're still debating basic features that should have been standard years ago.

And that is the discussion I would bring to Poe & The Community Speaks….

Why Boxers Should Think Twice Before Signing Exclusive Boxing Videogame Contracts

 

Why Boxers Should Think Twice Before Signing Exclusive Boxing Videogame Contracts

How Nonexclusive Licensing Could Benefit Boxers, Developers, Boxing Fans, and the Entire Industry

Poe & The Community Speaks...

Why Should One Company Control a Boxer's Videogame Legacy?

Boxing is a sport built on competition. Boxers compete for championships, rankings, recognition, financial opportunities, and their places in history. Promoters compete to stage major events. Networks compete for broadcasting rights, and manufacturers compete for endorsement agreements.

Yet when it comes to boxing videogames, exclusive licensing agreements can create an entirely different situation.

Instead of competing solely to produce the best representation of boxing, developers and publishers can compete to prevent their competitors from featuring particular boxers.

That distinction is important.

Why should one videogame company be able to control whether fans can play as Muhammad Ali, Mike Tyson, Sugar Ray Robinson, or other legendary and contemporary boxers?

More importantly, why should a boxer restrict their earning potential to one videogame company when multiple developers might be willing to pay for the opportunity to feature them?

I believe nonexclusive licensing agreements should become the preferred business model for professional boxers, retired champions, historical legends, and their estates.

There will always be circumstances in which a substantial exclusive agreement makes financial sense. However, exclusivity should not automatically be considered the best option simply because a major publisher is offering it.

Nonexclusive licensing could generate more income for boxers, lower licensing expenses for developers, expand videogame rosters, create opportunities for smaller studios, and allow fans to experience their favorite boxers in different games.

It could also encourage the kind of competition the boxing videogame industry desperately needs.

1. Nonexclusive Licensing Could Actually Make Boxers More Money

One of the biggest misconceptions about videogame licensing is the idea that an exclusive agreement must be more profitable because one company is paying to secure a boxer's likeness.

That is not necessarily true.

A boxer who signs a nonexclusive agreement retains the opportunity to negotiate with several developers instead of relying on one publisher.

Imagine a boxer receiving a $200,000 offer for an exclusive videogame licensing agreement.

That might sound attractive, especially if the boxer is retired or no longer earning substantial income from professional boxing.

But what if four videogame companies would each be willing to pay $75,000 for a nonexclusive agreement?

The boxer could earn $300,000 instead of $200,000.

That represents an additional $100,000 while allowing multiple companies to feature the same boxer.

Here is a hypothetical comparison:

Licensing arrangementPayment per developerTotal earnings
One exclusive agreement$200,000$200,000
Two nonexclusive agreements$125,000$250,000
Four nonexclusive agreements$75,000$300,000
Six nonexclusive agreements$60,000$360,000

These figures are illustrative, not actual licensing quotes. They assume every agreement is successfully negotiated and do not include expenses, taxes, commissions, or royalties.

The important point is that a boxer does not necessarily need one enormous licensing agreement to generate substantial income.

Several smaller agreements might produce greater combined earnings.

Of course, the boxer must consider whether multiple companies are genuinely interested. An exclusive offer might still be more valuable than all realistic nonexclusive opportunities combined.

But a boxer should evaluate those alternatives before surrendering their freedom to negotiate.

2. Boxers Could Lower Their Licensing Fees Because They Are Earning Money From Multiple Games

This is an important part of the argument that often gets overlooked.

A boxer who receives income from several videogame companies may not need to charge every developer an enormous licensing fee.

In fact, lowering individual licensing fees could become a profitable business strategy.

Consider a retired champion who normally requests $100,000 to appear in a videogame.

A major publisher might afford that amount, but several smaller companies might not.

Under a flexible nonexclusive licensing model, the boxer could negotiate different agreements based on each project's budget, commercial expectations, and royalty structure.

For example:

  • A major publisher pays $100,000.

  • A mid-sized developer pays $60,000.

  • An independent simulation developer pays $25,000.

  • A smaller historical boxing game pays $15,000.

The boxer earns a combined $200,000 while four different developers receive permission to feature them.

No individual developer needs to carry the entire financial burden.

And the boxer is not restricted to only one videogame.

These agreements would still need to be commercially reasonable, and the boxer should not be expected to accept inadequate compensation simply because a developer has a smaller budget.

However, the ability to negotiate multiple deals creates flexibility that an exclusive arrangement may eliminate.

Lower prices could attract more licensing opportunities

There is another consideration.

A licensing fee that is too expensive might discourage developers from even approaching the boxer.

A more affordable, nonexclusive arrangement could encourage additional companies to negotiate.

Imagine six videogame developers interested in including a former heavyweight champion.

If the champion demands $250,000 from every company, only one might seriously consider the deal.

But if the champion offers appropriately structured nonexclusive licenses at $30,000 to $60,000, several companies might find the agreement financially feasible.

The boxer could potentially make more money through broader participation.

Sometimes making your likeness more accessible could be more profitable than making it exclusive.

That approach could be particularly beneficial to retired champions, former contenders, journeymen, regional titleholders, and estates of historical boxers.

It also creates the possibility of a larger market for licensing boxer identities.

3. Lower Licensing Costs Could Help Independent Developers Compete

Large publishers generally have access to greater financial resources than small independent studios.

When boxer likeness rights become expensive or are locked behind exclusive agreements, smaller developers may struggle to build recognizable rosters.

That can prevent otherwise promising projects from reaching their full potential.

Imagine an independent development company with a technically sophisticated boxing simulation.

Its developers have invested heavily in realistic footwork, distance management, defensive mechanics, inside fighting, adaptive AI, authentic boxer tendencies, and advanced career systems.

However, the studio has a limited licensing budget.

If every recognizable boxer requires a massive exclusive agreement, that developer may be forced to release a game consisting almost entirely of fictional boxers.

There is nothing inherently wrong with fictional boxers. A strong Creation Suite and a living boxing universe can make fictional competitors extremely compelling.

But officially licensed boxers can improve commercial visibility and historical authenticity.

A nonexclusive licensing ecosystem could make it easier for smaller studios to negotiate with professional boxers and their representatives.

Developers could use some of the money saved on licensing to invest in:

  • More accurate boxer models, animations, stances, and postures.

  • Better boxing research and historical documentation.

  • Expanded gameplay mechanics and authentic boxing systems.

  • Larger rosters that include overlooked champions and contenders.

  • More sophisticated offline Career, Universe, and Amateur Boxing modes.

  • Better AI, testing, quality assurance, and simulation calibration.

  • Comprehensive Creation Suites and customization systems.

Licensing savings would not guarantee that these improvements happen. Developers would still need the expertise, resources, and willingness to prioritize them.

Nevertheless, lowering a barrier to entry could help create a more competitive industry.

A developer's opportunity to produce a great boxing videogame should not depend primarily on whether it can outspend every competitor for boxer likeness rights.

4. Muhammad Ali and the Problem With Long-Term Exclusivity

Muhammad Ali provides a particularly important example.

In May 2025, Steel City Interactive announced that its exclusive videogame licensing partnership with Muhammad Ali Enterprises had been extended through 2037.

From a commercial perspective, I understand why Steel City Interactive would want such an agreement.

Muhammad Ali is one of boxing's most recognizable historical figures. His involvement adds considerable promotional value to a boxing videogame.

But I question whether keeping his likeness unavailable to competing developers benefits boxing fans or the industry's long-term development.

Consider the possibilities if multiple qualified developers had the opportunity to negotiate the rights to feature Muhammad Ali.

One company might specialize in reproducing his early professional career, including his extraordinary footwork, hand speed, reflexes, and athletic movement.

Another might focus on the older, more experienced Ali, emphasizing changes in his approach, ring intelligence, tactical adjustments, clinching, and defensive strategy.

A historical simulation developer might create a detailed representation of different stages of his career, including appropriate versions of his physique, movement, abilities, opposition, and championship history.

Every company would still need to perform the research and development necessary to represent Ali accurately.

But fans would have more choices.

This is not a claim that Muhammad Ali Enterprises received inadequate compensation. The complete financial details of the agreement are not publicly available, and the estate may consider its terms highly favorable.

The larger question remains:

Should one company control the authorized videogame representation of an individual who has contributed so much to the history of boxing for such an extended period?

I believe that is a question worth asking, particularly as technology makes increasingly sophisticated historical simulations possible.

5. Competition Should Be About Gameplay, Not Exclusively About Rosters

This may be the most significant benefit for boxing videogame fans.

If multiple companies have opportunities to license the same boxers, they must work harder to differentiate their products.

A famous boxer appearing on the cover should not automatically establish that a game provides the most authentic representation of boxing.

Consider Mike Tyson.

Imagine three videogame companies have licenses to feature Tyson during the same period of his career.

In the first game, Tyson looks visually accurate but moves like a generic heavyweight with extremely powerful punches.

In the second, he has recognizable animations but lacks authentic defensive reactions, ring positioning, and offensive timing.

In the third, developers carefully reproduce his peek-a-boo defense, coordinated head movement, explosive entries, compact combinations, shifts in distance, physical balance, rhythm, and individual tendencies.

Which game would knowledgeable boxing fans consider the more authentic representation?

The answer should depend on how effectively each game reproduces Tyson's abilities, not on which developer obtained exclusive access to his likeness.

The same principle applies to Muhammad Ali, Joe Frazier, Roberto Durán, Sugar Ray Leonard, Pernell Whitaker, Terence Crawford, and countless other boxers.

Accurate representation requires more than a recognizable face and a collection of generic animations.

It involves understanding what makes each boxer unique.

This includes posture, positioning, movement, offensive choices, defensive preferences, punch selection, combinations, reactions, conditioning, and tactical intelligence.

Licensing gives a developer permission to represent a boxer. It does not automatically give that developer the knowledge or technology required to represent the boxer authentically.

When several developers can feature the same boxer, consumers have a clearer opportunity to compare the quality of those representations.

That is the type of competition I would like to see.

6. Fans Should Not Be Forced to Purchase a Particular Game to Access Their Favorite Boxer

Every boxing videogame will have its own design philosophy.

Some developers will pursue arcade-oriented experiences.

Others will create hybrid systems.

Some may emphasize competitive online play.

Others may concentrate on historically authentic boxing simulations, advanced offline modes, and detailed boxer individuality.

These different approaches can coexist.

But suppose a fan wants to play as Sugar Ray Robinson in an authentic simulation and discovers that his likeness is exclusively licensed to a company whose gameplay they do not enjoy.

Why should that fan be forced to purchase a product that does not satisfy their preferences just to experience their favorite boxer?

Under nonexclusive licensing, different developers could offer different gameplay experiences featuring the same authorized boxers.

The fan could choose the product that best suits their expectations.

This could also create opportunities to feature multiple authentic versions of individual boxers.

For instance, a historically focused game might represent a boxer during their early career, championship peak, and later years, with appropriate changes to physical ability, appearance, tendencies, and fighting style.

Another videogame might concentrate on contemporary boxing or competitive multiplayer.

Both could have valid reasons to license the same boxer.

Nonexclusive agreements would not guarantee every boxer appears in every game, because rights must still be negotiated and development costs remain.

But they could eliminate a significant legal obstacle to broader availability.

Boxing fans should be able to choose a videogame because they enjoy its gameplay, features, and modes, not because one company has secured exclusive control over their favorite boxers.

7. Retired Champions and Overlooked Boxers Could Generate New Income

Discussions about boxing videogame licensing usually concentrate on highly recognizable champions.

Yet boxing history contains thousands of accomplished boxers who rarely receive attention in modern videogames.

Former world champions, regional champions, contenders, journeymen, amateur standouts, and technically influential boxers all have histories worth representing.

Many retired boxers no longer receive significant income from boxing.

Nonexclusive licensing could provide additional earning opportunities, especially if developers could negotiate smaller, affordable agreements.

Imagine a retired champion appearing in four different videogames.

One game recreates the champion's historical career.

Another features the boxer in a modern boxing universe.

A third specializes in classic championship matchups.

A fourth emphasizes detailed simulation and individual boxer characteristics.

The boxer could receive compensation from each participating developer.

Their appearances could also introduce their achievements to younger fans unfamiliar with their careers.

For deceased boxers, authorized estates or other relevant rights holders could potentially negotiate agreements that create continuing revenue.

However, the economic potential should not be exaggerated. Demand for some historical names may remain limited, and licensing negotiations can involve complications concerning ownership of rights.

Even so, a more accessible licensing market could create opportunities that would otherwise never materialize.

8. Historical Boxing Should Not Be Locked Behind Exclusive Agreements

Boxing has a history spanning generations, continents, cultures, and changing rules.

Every era has produced distinctive boxers, tactics, training methods, championship organizations, and competitive environments.

Imagine a developer attempting to build a comprehensive historical boxing universe spanning more than a century.

The developer wants to recreate championship lineages, boxing organizations, meaningful rivalries, individual records, training environments, and historically accurate matchups.

However, several essential boxers are unavailable because their likeness rights are exclusively committed to competing videogame companies.

The developer may have to omit those boxers, seek special arrangements, or rely on fictional alternatives.

As a result, important portions of boxing history could be absent from an otherwise sophisticated simulation.

A developer should be allowed to negotiate for the representation of historical boxers without encountering unnecessary exclusivity barriers.

Historical facts themselves are not automatically owned by the companies licensing boxer likenesses. Nevertheless, authorized commercial use of a person's identity can involve rights that differ by jurisdiction and contractual arrangement.

The distinction is important.

No videogame company owns boxing history simply because it has an exclusive license to represent a famous boxer.

I would rather see developers competing to determine who can most accurately recreate boxing history instead of competing to prevent others from recreating it.

9. Long-Term Exclusivity Can Restrict a Boxer's Future Opportunities

Technology continues to change videogame development.

New animation systems, procedural techniques, machine learning, motion analysis, scanning technologies, and simulation architectures can make increasingly sophisticated boxing videogames possible.

A boxer who signs a lengthy exclusive agreement might miss future opportunities to participate in projects using these technologies.

Suppose a boxer signs a ten-year exclusive contract.

Three years later, another developer announces a technologically advanced boxing simulation and offers superior financial terms.

The boxer might be unable to participate because of the existing agreement.

The situation could become even more problematic if the original publisher delays development, cancels the project, reduces support, or stops producing boxing games.

An exclusive contract may continue restricting the boxer even when the licensed videogame is no longer commercially active.

This is why boxers should pay careful attention to contract duration, renewal provisions, release requirements, termination rights, and performance obligations.

If a developer wants exclusivity, the agreement should contain meaningful compensation and clearly defined protections.

A boxer's future business opportunities should not remain unnecessarily restricted by a videogame publisher's decisions.

10. Smaller Upfront Payments Combined With Royalties Could Be Another Solution

Nonexclusive licensing does not have to rely entirely on large upfront fees.

Developers and boxers could negotiate arrangements combining a modest guaranteed payment with royalties tied to clearly defined commercial results.

Consider an independent developer that cannot afford a substantial licensing fee.

Instead of rejecting the opportunity outright, a boxer might negotiate a smaller payment together with an agreed royalty or additional compensation triggered by sales milestones.

This could make licensing more accessible while giving the boxer an opportunity to share in the project's success.

A publisher with a larger budget might prefer a higher guaranteed payment and a different royalty arrangement.

Both approaches could coexist.

The contract should clearly define eligible sales, deductions, royalty calculations, reporting requirements, audit rights, and payment schedules.

A boxer should not have to accept an uncertain future royalty in place of reasonable guaranteed compensation without understanding the risks.

Nevertheless, flexible licensing structures could improve accessibility across the industry.

11. Exclusive Agreements Have Advantages, But They Must Be Worth the Restrictions

I am not arguing that every exclusive contract is automatically a bad business decision.

An exclusive agreement might offer a boxer a substantial guaranteed payment, prominent cover placement, extensive marketing exposure, or an unusually favorable royalty arrangement.

A developer might also commit significant resources to recreating a particular boxer through detailed scanning, original performance capture, historical research, and specialized gameplay systems.

Such commitments can have legitimate commercial value.

The boxer must compare the value of the exclusive offer against the realistic benefits of retaining licensing freedom.

Business considerationExclusive licensingNonexclusive licensing
Guaranteed upfront paymentMay command a substantial premiumNegotiated separately with each developer
Overall incomeConcentrated in one arrangementMultiple possible revenue streams
Developer accessLimited by contractual restrictionsMultiple developers can negotiate
Licensing affordabilityExclusive rights may be expensiveIndividual agreements may be more affordable
ExposureConcentrated in licensed productsPotential access to different audiences
Financial dependenceGreater dependence on one commercial partnerRevenue can be diversified
Long-term flexibilityMay be restrictedGenerally greater negotiating freedom
Consumer choiceParticular boxers may be unavailable elsewhereMore potential roster options

Neither approach automatically guarantees greater profits, better games, or broader exposure.

What matters is the compensation, contractual protections, number of interested developers, and actual commercial opportunities.

My preference is for nonexclusive agreements because they preserve more options and create greater potential for participation throughout the videogame industry.

12. Boxers Need Better Contractual Protections

Boxers and their representatives should understand exactly which rights are being licensed.

Their agreements should address several fundamental issues.

Nonexclusive rights: Unless adequately compensated for exclusivity, boxers should retain the opportunity to negotiate with additional videogame developers.

Fair compensation: Contracts should clearly identify guaranteed payments, royalties, bonuses, revenue-sharing provisions, and reporting obligations.

Contract duration: Licensing periods should be commercially reasonable, with carefully negotiated renewal terms.

Likeness and representation: Agreements should define how the boxer's name, physical appearance, voice, biographical information, and recognizable characteristics may be used.

Digital replica and AI protections: A developer should not automatically receive unrestricted rights to reproduce, alter, or reuse a boxer's digital identity across unrelated products.

Sequel and downloadable content rights: Permission to appear in one videogame should not automatically imply unlimited authorization for sequels, future releases, advertising, and additional content.

Termination and reversion: Contracts should address missed milestones, cancellation, nonpayment, inactivity, and other circumstances in which licensing rights may end.

Commercial transparency: Boxers should have access to appropriate accounting information and contractual mechanisms to verify amounts owed.

These protections should be evaluated by qualified sports and entertainment attorneys.

An agreement must also establish who is legally authorized to license the particular rights involved, including circumstances involving estates, existing representation agreements, promotional arrangements, and other third parties.

13. What This Could Mean for EA Fight Night, SCI, and the Next Generation of Boxing Games

Competition between EA Sports, Steel City Interactive, and future boxing videogame developers could benefit consumers.

But that competition should be centered on gameplay quality, authenticity, innovation, technical execution, and features.

It should not become primarily a contest over which company can secure the greatest number of exclusive boxer agreements.

Consider the opportunity for an emerging developer.

A small company might not have the financial resources of EA or another established publisher.

Nevertheless, it might assemble an exceptional team of boxing researchers, historians, simulation designers, animation specialists, AI programmers, and gameplay engineers.

That company could potentially produce a sophisticated boxing simulation with authentic boxing mechanics and extensive offline functionality.

Nonexclusive licensing could allow such a developer to negotiate access to recognized boxers without needing to defeat a much larger publisher in an exclusivity bidding war.

Meanwhile, a major publisher would remain free to license the same boxers and invest in its own gameplay systems.

Consumers could evaluate the competing products.

One company might provide better graphics.

Another might provide a superior historical Career Mode.

Another might deliver more realistic movement, defensive behavior, inside fighting, judging, or boxer individuality.

The presence of the same boxer across multiple products would not make those products identical.

It would make the differences between them more meaningful.

That is healthy competition.

And competition could pressure developers to improve rather than rely too heavily on the commercial value of famous names.

14. My Proposal: An Open, Nonexclusive Boxing Videogame Licensing Ecosystem

I believe the boxing industry should explore an organized, voluntary, nonexclusive licensing framework.

Such a system could make negotiations easier for boxers, estates, publishers, and independent developers.

It could include standardized contract options, transparent compensation structures, individual approval rights, royalty reporting, and secure handling of digital likeness data.

Participating boxers could establish different licensing arrangements based on a developer's resources, expected distribution, commercial reach, and proposed use of their identity.

For instance, a retired boxer might offer a comparatively affordable agreement to a small historical simulation project while negotiating a higher fee with a major commercial publisher.

A boxer could also choose different terms for a traditional boxing simulation, a mobile game, or a documentary-oriented interactive experience.

All of those agreements could potentially exist without exclusive restrictions.

An independent administrator or boxer-approved licensing collective might help coordinate these arrangements, provided participation remained voluntary and individual rights were respected.

This would not mean videogame companies receive boxer likenesses for free.

Nor would it mean every boxer must accept the same licensing fee.

The goal would be to reduce unnecessary barriers while preserving compensation, choice, and individual control.

Such a framework could help developers build larger, more historically representative rosters and allow boxers to benefit from multiple commercial relationships.

15. The Greatest Benefit: Developers Would Have to Earn Their Customers

My concern with exclusivity is not simply that a boxer might appear in only one particular videogame.

It is the effect that widespread exclusivity could have on the industry's competitive environment.

When famous boxers become unavailable to competing developers, a publisher may gain a commercial advantage that has little to do with the quality of its gameplay.

Consumers might purchase a game because it is the only officially licensed product featuring particular boxers, even when they are dissatisfied with its mechanics, modes, or simulation depth.

I would rather see developers compete through quality.

Can the game authentically reproduce the differences between a swarmer, an out-boxer, a counterpuncher, and a boxer-puncher?

Does it accurately represent individual physical dimensions, reach, posture, balance, footwork, and defensive reactions?

Can a heavyweight who is 5 feet 5 inches tall realistically compete against one who is 6 feet 9 inches tall without broken animations or unrealistic hit detection?

Does the AI recognize individual tendencies, adjust tactically, manage fatigue, respond to damage, and make decisions appropriate to the boxer?

Does the game feature meaningful offline Career and Universe modes, intelligent CPU-versus-CPU competition, detailed historical systems, and an advanced Creation Suite?

Does it represent professional and amateur boxing with the depth and authenticity the sport deserves?

These are the questions that should separate one boxing videogame from another.

Famous names are valuable, but they cannot compensate for every deficiency in gameplay design.

The best boxing videogame should earn its reputation through how well it represents boxing, not through how many famous boxers its competitors are prevented from using.

Final Thoughts: Why Limit a Boxer's Earning Potential or a Fan's Choices?

A boxer spends years developing their skills, reputation, public identity, and professional legacy.

That identity can continue generating commercial value long after the boxer retires.

Why should a boxer automatically surrender the right to negotiate with additional videogame developers?

Why should an independent studio with an ambitious boxing simulation be denied the opportunity to license a boxer simply because a larger company secured exclusive rights?

And why should boxing fans have to purchase a particular game just to experience an authorized version of their favorite boxer?

Nonexclusive licensing could address all three concerns.

It could enable boxers to earn money from multiple companies. It could also allow them to negotiate lower individual licensing fees because they are generating income from several sources rather than depending on one agreement.

That flexibility could make recognized boxers more affordable for independent studios, encourage larger rosters, and introduce historical champions to new audiences.

It could give publishers a stronger incentive to compete through gameplay, presentation, features, modes, historical accuracy, and authentic boxer representation.

Of course, multiple licensing deals do not automatically produce greater income. Boxers must evaluate actual offers, negotiate carefully, and protect their commercial rights.

However, exclusivity should be a deliberate financial choice, not an unquestioned industry expectation.

A boxer might earn more money from five affordable nonexclusive agreements than from one expensive exclusive agreement. A developer might afford more boxers because licensing costs are reasonable. And fans might finally be able to choose the boxing videogame they enjoy most without losing access to their favorite boxers.

That is the opportunity I believe the boxing videogame industry should seriously consider.

My Message to Boxers, Their Representatives, and Boxing Estates

Before signing an exclusive videogame agreement, ask yourselves whether the amount being offered justifies losing the opportunity to work with other developers.

Consider the potential income from multiple sources.

Consider the future of gaming technology.

Consider how many companies might want to represent your career, identity, achievements, and legacy.

And consider the fans who might want to experience that legacy across different kinds of boxing videogames.

One exclusive agreement might offer immediate financial security.

But several well-negotiated nonexclusive agreements could potentially create greater long-term opportunities.

Your career belongs to you. Your commercial likeness rights deserve careful protection. And your videogame legacy does not necessarily need to belong to one publisher.

My Message to Boxing Videogame Developers and Publishers

If you want boxing fans to support your product, produce a boxing videogame worth supporting.

Compete through innovation.

Compete through authenticity.

Compete through your gameplay systems, individual boxer representations, AI, historical research, presentation, offline modes, and technical execution.

Don't depend on exclusivity to make competing games less attractive.

The ultimate goal should not be to keep boxers out of competing videogames. It should be to make your videogame the one fans prefer playing.


Questions for the Boxing and Gaming Communities

  1. Should boxers generally favor nonexclusive videogame contracts over exclusive agreements?

  2. Would boxers earn more by charging several developers smaller licensing fees rather than relying on one large contract?

  3. Should retired champions and historical boxing estates consider more affordable licensing arrangements for independent developers?

  4. Should boxing videogame companies compete primarily through gameplay and features rather than exclusive roster agreements?

  5. Would you prefer to see your favorite boxer represented in several different boxing videogames so you could choose the most authentic experience?

Poe & The Community Speaks...

A Realistic Boxing Game Can Make a Hardcore Fan Out of a Casual.

#BoxingVideogames #FightNight #Undisputed #BoxingSimulation #BoxingHistory #GamingIndustry #BoxerLicensing #NonexclusiveLicensing #PoeSpeaks #BringBackESBC

Tuesday, October 20, 2026

The Glazing Is About to Begin: EA Fight Night vs. Undisputed 2, Content Creators, and the Battle for Corporate Favor

 

The Glazing Is About to Begin: EA Fight Night vs. Undisputed 2, Content Creators, and the Battle for Corporate Favor

By Poe | The Boxing Videogame Blueprint/Wishlist | Poe & The Community Speaks…

The Boxing Gaming Community Is About to Witness a Loyalty Test

Here we go again.

With excitement building around the possibility of EA's Fight Night returning and Steel City Interactive (SCI) developing Undisputed 2, something else is likely to happen.

The content creator glazing competition is about to begin.

And I believe some creators will be positioning themselves for more than views, subscribers, likes, and engagement. They'll be positioning themselves for access, recognition, sponsorships, exclusive information, and potential partnerships with EA or SCI.

Suddenly, everyone might become an expert on boxing simulation. Everyone might have insider knowledge. Everyone might claim to understand what the boxing gaming community wants.

But how many will actually stand on their principles when an opportunity comes knocking?

Let's be clear about something. There is absolutely nothing wrong with being excited about a boxing videogame. There is nothing inherently wrong with working with a developer or publisher.

The problem begins when gaining access becomes more important than telling the truth.

And with two major boxing videogame franchises potentially competing for the same audience, we're about to find out just how independent some content creators really are.

1. You Can Praise Both Games, But Can You Represent Both Companies?

Right now, a content creator can publicly support EA's Fight Night and SCI's Undisputed 2.

They can make videos about both, interview developers, discuss features, speculate about gameplay, and build audiences around both franchises.

But what happens when one of those companies offers a more formal relationship?

What happens when EA or SCI offers someone a paid ambassador position, an exclusive promotional agreement, or another opportunity that comes with contractual obligations?

That creator might have a decision to make.

Depending on the agreement, they may no longer be able to represent both companies commercially.

Not every sponsorship or creator program requires exclusivity. Some creators can work with competing companies, and independent journalists may cover both without representing either.

However, an exclusive arrangement could restrict a creator from promoting a competing boxing game.

Imagine spending months praising both franchises, only to discover that the opportunity you've been chasing requires choosing one.

Which company gets your loyalty?

Which company gets your platform?

And, more importantly, what happens to your opinions about the other game?

That is where the real story begins.

2. Some Creators Are Not Just Covering Boxing Games. They're Auditioning.

There is a difference between providing information about a videogame and campaigning to become part of its marketing operation.

Some content creators understand that positive coverage can help build relationships with publishers.

They want the invitations.

They want the early builds.

They want the exclusive interviews.

They want their names recognized by developers and executives.

They want to be included in promotional campaigns.

And some may eventually want employment, consulting contracts, or official community positions.

Again, ambition isn't the problem.

The problem is when an audience believes it is receiving independent analysis while the creator is primarily pursuing corporate approval.

A creator can spend an entire video praising graphics, animations, boxer likenesses, and knockout sequences while overlooking meaningful questions about the actual boxing systems.

Where is the inside fighting?

How deep is the clinching system?

Do boxers have genuinely different tendencies and defensive behaviors?

Do stamina and fatigue influence a bout realistically?

Can the CPU adapt to an opponent?

How much control does the player have over offline gameplay?

Does the game provide a serious career mode, creation suite, and boxing universe?

These are not unreasonable questions.

These are questions a knowledgeable boxing gaming community should expect creators to ask.

If a creator spends more time promoting access than investigating gameplay, consumers should recognize the difference.

3. EA Nostalgia Must Not Become an Excuse for Blind Praise

The Fight Night franchise has an established legacy.

For many boxing videogame fans, that name represents years of memorable gameplay, rivalries, customization, and boxing entertainment.

But nostalgia is not quality assurance.

EA does not deserve automatic praise simply because it owns the Fight Night name.

A new game would need to demonstrate what it can actually accomplish with contemporary hardware, game engines, animation technology, artificial intelligence, and modern development tools.

Fans should be asking whether EA intends to advance the boxing simulation genre or merely modernize familiar mechanics.

Will its boxers have authentic identities?

Will there be realistic footwork, defensive reactions, clinching, inside fighting, and strategic differences between boxers?

Will offline players receive meaningful modes and customizable experiences?

Will the development team consult genuine boxing historians, trainers, referees, judges, researchers, and technical analysts?

Will gameplay systems receive the same attention as visuals, celebrity endorsements, licensing, and online competition?

These questions matter.

Yet I expect some creators to start celebrating before they have answers.

They might praise EA for returning to boxing without demanding to know what that return actually represents.

The Fight Night name should earn attention, not unconditional approval.

4. SCI Should Not Get a Free Pass Because Another Company Is Entering the Conversation

Now let's talk about Steel City Interactive.

For years, SCI has benefited from being a prominent developer in a boxing videogame market with limited major competition.

Undisputed generated considerable anticipation by offering boxing fans an alternative after a lengthy period without a new mainline Fight Night release.

But that anticipation also came with expectations.

Many boxing fans, including myself, have raised concerns about how Undisputed represents boxing.

Those concerns include missing or limited gameplay mechanics, boxer movement, defensive positioning, inside fighting, clinching, referee presentation, offline gameplay depth, and the implementation of authentic boxing behavior.

These are criticisms of the gaming experience, not proof of the developer's intentions.

Now SCI faces a different competitive landscape if EA proceeds with a new Fight Night.

The company can no longer assume that all fans seeking a modern boxing videogame will concentrate their attention on one franchise.

And this creates another interesting possibility.

Some creators who have defended SCI might begin shifting their attention toward EA.

Others might become even more protective of SCI, particularly if they have established professional relationships with the company.

But here's my question:

Are you supporting realistic boxing videogames, or are you supporting whichever company gives you access?

If you criticized SCI for lacking certain features, you should criticize EA if its game lacks those same features.

If you praised SCI for an authentic mechanic, you should acknowledge EA if it implements that mechanic successfully.

The standards should not change because the company name changes.

5. What Happens When the Partnerships and Exclusive Deals Begin?

Imagine two established boxing gaming content creators.

One receives an exclusive promotional agreement from EA.

The other receives a similar agreement from SCI.

Both become recognizable representatives of their respective games.

Now suppose EA demonstrates a boxing mechanic that SCI has implemented better.

Will the EA-affiliated creator acknowledge that?

Suppose SCI reveals a feature that EA's game lacks entirely.

Will the EA-affiliated creator discuss its significance fairly?

Now reverse the situation.

If EA produces deeper offline features or more convincing boxing behavior, will the SCI-affiliated creator recognize those advantages?

Or will both channels begin sounding like competing advertisements?

That is the danger of allowing promotional relationships to become substitutes for independent analysis.

I am not saying that every creator who receives a partnership becomes dishonest.

Some disclose their relationships, maintain editorial independence, and criticize games they genuinely enjoy.

But audiences deserve to know whether they are watching an independent review, sponsored coverage, an official promotional presentation, or content produced under an exclusive arrangement.

Those distinctions matter.

A developer inviting you into its studio does not automatically make your opinion more accurate than that of a knowledgeable boxing fan who never received an invitation.

And an exclusive contract certainly does not make your favorite boxing game more realistic.

6. Boxing Knowledge Cannot Be Replaced by Subscriber Counts

Another issue I have repeatedly discussed is the industry's tendency to elevate visible personalities without always demonstrating that those personalities have the technical knowledge necessary to evaluate boxing accurately.

A large audience does not automatically establish boxing expertise.

Neither does being good at a videogame.

Neither does being a professional boxer automatically establish knowledge of videogame development, programming, physics systems, game AI, or technical feasibility.

Different types of expertise serve different purposes.

Actual boxers can provide insight into physical experiences, reactions, tactics, conditioning, and ring psychology.

Trainers can evaluate technique, strategic decision-making, and boxer development.

Historians and researchers can examine boxing eras, historical authenticity, boxer records, fighting styles, and rule variations.

Experienced simulation gamers can evaluate gameplay systems, controls, customization, and whether the videogame provides meaningful mechanical depth.

Game developers and technical designers can assess architecture, implementation constraints, performance, and production requirements.

The strongest evaluation combines these perspectives instead of pretending one personality knows everything.

An influencer with 200,000 subscribers is not automatically more qualified to evaluate realistic boxing mechanics than a boxing researcher with 200 subscribers.

Reach and expertise are two different things.

Yet companies naturally value creators who can generate exposure.

That is understandable from a marketing standpoint, but exposure should never be confused with technical credibility.

7. The Real Concern Is What Creators Stop Talking About

One of the biggest warning signs isn't necessarily what a content creator says.

It's what they suddenly stop saying.

Imagine a creator spending years demanding deeper career modes, realistic fatigue, proper footwork, clinching, advanced AI, comprehensive offline features, and better boxer individuality.

Then the creator enters an official promotional partnership.

Suddenly, those concerns disappear.

Instead, every update becomes revolutionary.

Every animation becomes groundbreaking.

Every announcement becomes proof that the developers understand boxing.

Every criticism becomes negativity.

Every dissatisfied consumer becomes someone who supposedly expects too much.

Wouldn't that be worth questioning?

If your standards disappear when your access increases, were they ever standards?

That question applies to everyone, regardless of which franchise they prefer.

To be fair, changing an opinion after seeing genuinely improved gameplay is reasonable. The issue is whether the creator can explain that change with specific evidence.

A knowledgeable creator should be able to identify what improved, what remains unfinished, and what still needs work.

A company relationship should not turn legitimate scrutiny into blind defense.

SCI Is Poking the Bear: Does Undisputed Really Want to Challenge EA Sports?

  By Poe | The Boxing Videogame Blueprint/Wishlist | Poe & The Community Speaks... SCI, Be Careful What You Wish For! Steel City Interac...