A Structured Interview Between Poe and SCI Owner Ash Habib
Title: The Interview Boxing Gaming Fans Deserve
This would not be a soft promotional interview. This would not be an interview built around protecting SCI, protecting Undisputed, or giving Ash Habib easy escape routes. This would be a structured, respectful, direct interview from someone who actually knows boxing, gaming, community feedback, and the difference between a boxing game and an arcade fighting game with boxing gloves.
Poe would not come into the interview yelling. He would come in prepared. He would come in with receipts, history, fan concerns, gameplay examples, and the perspective of someone who has boxed, gamed for decades, worked around boxing gaming communities, and built one of the deepest boxing video game blueprints anywhere.
The purpose of the interview would be simple:
What happened with Undisputed, what is SCI really building next, and why should hardcore boxing fans trust the studio again?
Opening Statement From Poe
Ash, I appreciate you sitting down with me. I want to make one thing clear before we start. This is not personal. I do not believe every hard question is an attack. I believe hard questions are necessary when people spend their hard-earned money on a product that was marketed around realism, authenticity, boxing fans, and the future of boxing games.
A lot of content creators and media members ask safe questions. They ask broad questions. They let terms like “authenticity,” “balance,” “fun,” and “vision” go unchallenged. I am not going to do that.
Boxing fans deserve clarity. Consumers deserve clarity. And the hardcore community that supported ESBC before it became Undisputed deserves real answers.
Section 1: Defining The Game
Question 1: Is Undisputed 2 being built as a realistic/simulation boxing game by default, or is it being built as another hybrid?
Ash, when Mike Straw asked if Undisputed 2 would be realistic or arcade, you answered with “authenticity.” I need to challenge that.
Authenticity is not a gameplay model.
A game can look authentic and still play arcade. A game can have licensed boxers, real venues, and broadcast-style presentation, but still fail to simulate boxing systems.
So let me ask this directly:
Is Undisputed 2 realistic/sim by default, or is it another hybrid designed to sit between arcade players and hardcore boxing fans?
Follow-up:
If the answer is “authenticity,” what does that mean mechanically?
Does it mean realistic stamina?
Real clinching?
Inside fighting?
Referees in the ring?
Style-specific AI?
CPU vs CPU?
Realistic movement tied to weight, balance, and foot placement?
Damage that respects boxing logic?
Tendencies and traits that separate one boxer from another?
Or does it mostly mean presentation, licensing, and surface-level boxing identity?
Section 2: The Original ESBC Vision
Question 2: What happened to the original ESBC vision?
A lot of hardcore fans supported ESBC because it looked like the first serious boxing simulation in years. The early messaging made people believe this was going to be deeper, more realistic, and more boxing-focused than what we had before.
Then the game changed.
So the question is:
What specifically changed from the original ESBC vision to the final version of Undisputed?
Was it publisher pressure?
Investor pressure?
Online balancing?
New developers?
Budget?
Timeline?
Console certification?
A change in creative direction?
A belief that the hardcore fans were asking for too much?
Follow-up:
When did SCI decide that certain core boxing systems were no longer a priority?
Because the fans did not imagine those expectations. The expectations came from how the game was originally presented.
Section 3: “Made By Boxing Fans, For Boxing Fans”
Question 3: When you say “made by boxing fans, for boxing fans,” which boxing fans are you talking about?
This phrase has been used a lot, but many hardcore boxing fans do not feel represented by the final product.
So I want to ask clearly:
Which boxing fans was Undisputed made for?
Casual boxing fans?
Online competitive players?
Content creators?
eSports players?
Hardcore boxing historians?
Offline career players?
Simulation players?
Fight Night nostalgia players?
Because saying “boxing fans” is too broad. Boxing fans are not all asking for the same thing.
Follow-up:
Did SCI ever properly separate the feedback from casual players, hardcore boxing fans, online players, offline players, career mode players, and realistic/sim players?
Or did all feedback get thrown into one pile and then judged as “the community”?
Section 4: The “Loud Minority” Comment
Question 4: Why call hardcore fans the “loud minority” without showing the data?
Ash, you have referenced a loud vocal minority. But in sports gaming, hardcore fans are often the people who keep a game alive the longest. They buy DLC. They test systems. They notice what is missing. They create content. They bring authenticity pressure.
So my question is:
What data proves the hardcore realistic/sim boxing fans are only a loud minority?
Was there a third-party survey?
Was there public polling?
Was there retention data?
Was there mode-usage data?
Was there satisfaction data from offline players versus online players?
Follow-up:
Without public data, how do we know “loud minority” is not just a narrative used to dismiss criticism?
And if the hardcore community is so small, why are so many interviews and updates still trying to explain or defend decisions made around them?
Section 5: Blaming The Fans
Question 5: Did SCI blame fans for decisions SCI made?
When you say you should have “stuck to your guns” more, it sounds like the fans caused the game to lose direction. But fans did not remove referees. Fans did not remove clinching. Fans did not decide not to have true inside fighting. Fans did not design the stamina system. Fans did not create the movement issues. Fans did not decide the depth of career mode.
Those were studio decisions.
So I want to ask:
What decisions were actually changed because of fan pressure, and what decisions were simply SCI’s own direction?
Follow-up:
Can you name three major systems that were negatively changed because of fan feedback?
And can you separate that from systems that were never properly implemented in the first place?
Section 6: Missing Core Boxing Systems
Question 6: Why did Undisputed launch without core boxing systems that should be standard in a serious boxing game?
I am not talking about extra features. I am talking about boxing fundamentals.
Why no real clinching?
Why no proper inside fighting?
Why no in-ring referee?
Why no deeper foul system?
Why no meaningful corner instruction system?
Why no CPU vs CPU?
Why no deeper boxer-specific tendencies?
Why no real trainer impact?
Why no deep offline universe or promoter ecosystem?
Why no full creation suite that respects how much boxing fans create?
These are not luxury features. These are boxing systems.
Follow-up:
At what point did SCI decide these systems were not launch priorities?
And did anyone inside the studio argue that a boxing game cannot claim deep authenticity while missing that many boxing fundamentals?
Section 7: The In-Ring Referee
Question 7: How can a boxing game claim authenticity without a real referee in the ring?
The referee is not decoration. The referee controls clinches, fouls, breaks, knockdowns, stoppages, warnings, deductions, and ring authority.
So why was the referee not treated as a core gameplay system?
Follow-up:
Will Undisputed 2 have a functioning in-ring referee with sliders and options?
Can the referee have different tendencies?
Can some refs allow inside fighting more?
Can some break clinches faster?
Can some warn more?
Can some deduct points more?
Can some stop fights earlier?
That is how boxing identity is built.
Section 8: Clinching And Inside Fighting
Question 8: Why was clinching missing when clinching is part of boxing?
Some people treat clinching like it is boring or unnecessary, but clinching is boxing. Inside fighting is boxing. Holding, tying up, leaning, wrestling for position, breaking rhythm, surviving when hurt, and making a fight ugly are all part of the sport.
So I want to ask:
Why did Undisputed not have a true clinch and inside fighting system?
Follow-up:
Was it a design choice because the team thought casuals would not like it?
Was it a technical limitation?
Was it hard to balance online?
Or did SCI not understand how important clinching and inside fighting are to real boxing?
Section 9: Boxer Identity
Question 9: Why do too many boxers feel like skins instead of fully separated boxing identities?
A boxing game should not just have licensed names and faces. Each boxer should feel different because of tendencies, traits, capabilities, flaws, habits, rhythm, reactions, defense, punch selection, footwork, stamina behavior, ring IQ, and emotional response under pressure.
So my question is:
What is SCI doing to make boxers truly fight like themselves?
Follow-up:
Will Undisputed 2 have deep tendency sliders?
Will created boxers have tendencies?
Will CPU boxers fight differently without the user forcing it?
Will boxers have traits that create strengths and weaknesses?
Will a pressure boxer, counterpuncher, outside boxer, spoiler, brawler, technician, and defensive specialist actually behave differently round after round?
Section 10: Offline Players
Question 10: Why does it feel like offline boxing fans were treated as secondary?
A lot of hardcore boxing fans are offline players. They want career mode, promoter mode, CPU vs CPU, universe control, rankings, belts, sanctioning bodies, gyms, trainers, managers, rivalries, injuries, contracts, and the ability to watch their boxing world unfold.
So I want to ask:
Does SCI truly value offline players, or is offline depth being treated as less important than online balancing and content creator visibility?
Follow-up:
Will Undisputed 2 allow fans to watch any fight?
Will it have CPU vs CPU?
Will it have a deeper career ecosystem?
Will it have real rankings movement?
Will it have promoters, managers, trainers, and career politics?
Will offline players get sliders deep enough to shape the experience they paid for?
Section 11: Creation Suite
Question 11: Why was the creation suite not treated like a major pillar?
Boxing fans create. They create boxers, prospects, legends, gyms, trainers, promoters, referees, belts, organizations, fight cards, stables, and entire universes.
A deep creation suite is not a side feature. It is long-term life support for a boxing game.
So I want to ask:
Why did SCI not build a creation suite deep enough for the kind of boxing fans who keep sports games alive?
Follow-up:
Will Undisputed 2 have far more creation slots?
Can we create trainers?
Managers?
Promoters?
Referees?
Judges?
Belts?
Organizations?
Gyms?
Arenas?
Fight cards?
Records?
Styles?
Tendencies?
Traits?
Or is creation still going to be limited?
Section 12: Options And Sliders
Question 12: Why not solve many of these debates with options?
A lot of the conflict between casual players, online players, and hardcore simulation players could be solved with options.
Realistic stamina slider.
Damage slider.
Referee strictness slider.
Clinch frequency slider.
Inside fighting slider.
Footwork realism slider.
Punch speed slider.
Power modifier.
AI aggression.
AI ring IQ.
AI punch output.
AI defensive responsibility.
Career difficulty.
Cut frequency.
Doctor stoppage frequency.
Flash knockdown frequency.
So my question is:
Why are options not being treated as the bridge between casual accessibility and hardcore realism?
Follow-up:
Why force everyone into one balanced hybrid when you can let players customize the boxing experience?
Section 13: Transparency
Question 13: Why should fans trust SCI after Undisputed 1?
This is the question many people want to ask but dance around.
A lot of fans feel misled. They feel the game they supported as ESBC is not the game they received as Undisputed. They feel the messaging promised one thing, but the final product delivered something else.
So I want to ask:
Why should hardcore boxing fans trust SCI with Undisputed 2?
Follow-up:
What are you willing to show before launch?
Not trailers.
Not buzzwords.
Not creator trips.
Not controlled interviews.
Will you show raw gameplay?
CPU vs CPU?
Career mode depth?
Full settings?
Sliders?
AI behavior?
Clinching?
Referee systems?
Inside fighting?
Creation suite depth?
Offline ecosystem?
Trust is not rebuilt with words. Trust is rebuilt with proof.
Section 14: Third-Party Survey
Question 14: Why not support a real third-party boxing gaming survey?
SCI has talked about feedback. But feedback collected through Discord, content creators, selective communities, or internal surveys can be framed.
A true third-party survey with public results would show what fans actually want.
So my question is:
Would SCI support a serious third-party boxing video game survey with public results?
Follow-up:
If not, why?
If SCI is confident in its direction, why not let the fans speak through clean data?
Why not separate casual fans, hardcore fans, online players, offline players, career players, and sim players?
Why not let the data kill the argument?
Section 15: Content Creators And Media
Question 15: Do you think gaming media and content creators have asked you the hard questions?
A lot of interviews feel too soft. They ask about features, excitement, future plans, and broad lessons learned. But they do not press hard on missing systems, consumer trust, marketing language, fan division, and whether the product truly represents boxing.
So I want to ask:
Do you believe SCI has been seriously challenged by media, or has the studio mostly received safe interviews?
Follow-up:
Would you sit down with hardcore critics who know boxing and gaming, not just creators who are happy to be in the room?
Would you answer questions from people who supported the original vision but are not satisfied with what Undisputed became?
Section 16: The Final Question
Question 16: What is one thing you believe SCI got wrong, not because of fans, not because of budget, not because of pressure, but because SCI made the wrong call?
This is important because accountability cannot always be external.
So I want to ask:
What did SCI get wrong?
Not what fans misunderstood.
Not what was hard.
Not what the team learned.
Not what the market demanded.
What did SCI get wrong?
Follow-up:
And how will Undisputed 2 prove that lesson was truly learned?
Closing Statement From Poe
Ash, I appreciate you answering. But I want to close with this.
Hardcore boxing fans are not the enemy. Realistic/sim fans are not trying to destroy the game. Offline players are not outdated. People asking for referees, clinching, inside fighting, CPU vs CPU, sliders, deeper career, and real boxer identity are not asking for impossible things.
They are asking for boxing to be respected.
A boxing game should not be scared of boxing. It should not hide behind balance, accessibility, or vague words like authenticity. It should represent the sport with depth, options, and confidence.
That is the interview the boxing gaming community deserves.
Not a commercial.
Not a safe conversation.
A real one.

