The “Experience” Excuse: Why Steel City Interactive Can’t Keep Leaning on EA’s Boxing Legacy
The Misleading Shield of “Experience”
Steel City Interactive (SCI), the studio behind Undisputed Boxing Game, often finds itself compared to EA’s Fight Night series—a franchise that helped define boxing games across generations. Yet SCI and many of its supporters have adopted a narrative that “EA had decades of experience” as a way to justify Undisputed’s shortcomings or lack of depth. This argument simply doesn’t hold up under scrutiny. The truth is that EA’s boxing legacy was built by different teams, under different engines, and during different eras of technology.
The idea that Undisputed deserves leniency because it’s a “first game” is not only inaccurate—it’s outdated. Modern development tools, small-studio innovations, and five years of production time eliminate that excuse entirely.
Section 1: EA’s Boxing History—A Patchwork of Teams, Eras, and Engines
EA released 11 boxing titles across multiple series: Knockout Kings, FaceBreaker, and Fight Night. But the assumption that this represents a single, cohesive lineage of developers is false.
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Different Teams, Different Visions:
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Knockout Kings (1998–2003) was largely developed by EA Sports studios based in California and later Canada.
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Fight Night 2004–Round 4 was handled by EA Chicago, which was eventually shut down in 2007.
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Fight Night Champion was developed by EA Canada (later EA Vancouver), using an updated Euphoria and ANT animation system.
The developers behind these titles weren’t part of one continuous line of experience—many were restructured or reassigned after each release. Claiming that EA as a monolithic entity “had decades of boxing experience” ignores that most staff turnover meant new teams learning from scratch every few years.
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Multiple Engine Transitions:
EA’s evolution from RenderWare to Euphoria/ANT meant significant shifts in animation, AI, and physics pipelines. Every transition required retooling systems—not just reusing “experience.”-
Fight Night Round 3 marked EA’s entry into HD consoles with an entirely new engine base.
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Champion’s story mode, damage system, and stamina logic were new frameworks built from the ground up—not inherited experience.
SCI, meanwhile, has had access to Unreal Engine 4 and 5—two of the most advanced, streamlined engines in existence—complete with robust AI, animation, and physics systems. The claim of “first-game growing pains” rings hollow when smaller indie teams have created deep boxing prototypes using the same tools.
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Section 2: Modern Tools and Five Years of Development—No Excuses Left
SCI began working on Undisputed (originally ESBC) in 2019, giving them roughly five years of development time before its Early Access release and the 2025 “2.0” update. During that period:
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Unreal Engine’s accessibility exploded, providing Blueprint scripting, MetaHuman rigging, and plug-ins for motion capture, camera systems, and AI.
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Countless tutorials, middleware packages, and indie frameworks appeared that reduce development complexity exponentially.
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Other indie studios—some with teams of three to five people—have released or demoed boxing prototypes with working referee systems, realistic stamina mechanics, and adaptive AI—features Undisputed still lacks.
So the defense that “it’s their first game” no longer carries weight. This isn’t 2003, when studios built engines from scratch. SCI entered an ecosystem where even small developers could build feature-rich systems faster than ever.
Section 3: What the “Experience” Excuse Really Masks
When fans or developers cite “experience,” it often hides deeper issues—project management, scope definition, and accountability.
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Experience Isn’t a Substitute for Vision:
EA’s success came not from decades of repetition, but from a clear creative vision: realism through responsive mechanics and broadcast-quality presentation.
SCI, on the other hand, often appears torn between simulation authenticity and casual accessibility. That lack of direction has more impact than “experience” ever could. -
Misuse of Legacy Comparisons:
When SCI and defenders cite EA’s “experience,” they are indirectly asking fans for leniency—expecting support for a half-finished foundation under the banner of potential. But fans aren’t wrong for expecting better when technology, time, and market examples have already proven what’s possible. -
Selective Transparency:
SCI frequently points to their small size, yet they’ve worked with outsourcing partners, publishers, and investors. The “indie underdog” image doesn’t match the scale of their marketing claims, DLC strategy, and partnerships.
Section 4: What the Industry Proves—Small Teams, Big Execution
Several independent developers have shown that the gap between Undisputed’s five-year output and what’s possible today is not about “experience”—it’s about execution and focus.
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Solo and micro teams have built working prototypes of physics-based boxing systems with procedural footwork, referee integration, and AI tendencies.
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Games like Drill Team Games’ Boxing Prototype and RetroKnockout demonstrate that passion and technical creativity can outpace bloated pipelines.
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Unreal Marketplace already provides complete boxing templates—AI managers, stamina logic, combo systems—that can be built upon within months, not years.
SCI’s five-year claim of building from scratch simply doesn’t match the reality of today’s accessible development landscape.
Section 5: The Verdict—No More Hiding Behind History
SCI cannot keep deflecting criticism by invoking EA’s multi-decade “experience.”
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EA’s history was fragmented, not continuous.
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EA built under less powerful tools than SCI currently has.
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EA released feature-complete games with fully functioning career modes, referees, and presentation suites—often in shorter timeframes.
In contrast, SCI had:
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Five years,
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A modern engine,
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A larger-than-average indie team,
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Global outsourcing access,
and still failed to deliver a finished, authentic simulation.
This isn’t about tearing SCI down—it’s about confronting the myth.
Modern technology, community knowledge, and transparency leave no room for that old excuse.
Experience Doesn’t Build Games—Execution Does
The illusion of “experience” is convenient marketing. But it’s not a shield against stagnation or accountability. EA’s boxing legacy may have spanned decades, but it wasn’t built by the same hands. SCI’s journey is its own—and so are its responsibilities.
With today’s tools, time, and fan support, Undisputed should be leading the next generation of boxing games—not hiding behind the ghosts of Fight Night.
If anything, the success of smaller developers proves the point:
Experience doesn’t make great boxing games—authenticity, focus, and execution do.

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