Monday, July 20, 2026

Why Poe Is an Ideal Candidate to Interview Ash Habib


Why Poe Should Interview Steel City Interactive CEO Ash Habib

A Documentary-Style Open Invitation and Podcast Introduction

Opening Narration

For more than four decades, boxing videogame fans have waited for one title to fully represent the sport they love.

Not just the punches.

Not just the knockouts.

Not just the famous boxers, championship belts, arenas, entrance robes, and television presentation.

They have waited for a game that understands boxing.

A game that understands distance, timing, positioning, leverage, fatigue, fear, confidence, strategy, discipline, adaptation, mistakes, punishment, survival, and the different personalities that step between the ropes.

Many believed ESBC, later renamed Undisputed, could finally become that game.

The project initially appeared to represent something different. It was presented as a boxing game made by boxing fans for boxing fans. It gained attention because it seemed willing to pursue the depth, authenticity, and realism that the genre had often promised but never completely delivered.

The project grew.

The roster expanded.

Major names became involved.

Steel City Interactive attracted investors, publishing support, experienced developers, licensed boxers, boxing organizations, and international attention.

The small independent boxing project became a major commercial release.

But as the project grew, many longtime supporters began asking an uncomfortable question:

Did the game grow closer to its original vision, or did it gradually move away from it?

That question cannot be answered through another promotional interview.

It cannot be answered by asking which boxer has the best entrance, which arena looks the most impressive, or which new name might be added to the roster.

The boxing-game community needs a deeper conversation.

It needs a conversation about the transformation from ESBC to Undisputed.

It needs a conversation about promises, priorities, compromises, technical limitations, community feedback, online balancing, offline players, simulation, authenticity, and the future direction of Steel City Interactive.

That conversation requires an interviewer who understands more than videogames.

It requires someone who understands boxing.

It requires someone who understands boxing-game history.

It requires someone who understands communities, development discussions, player expectations, and the difference between criticizing a company and attacking an individual.

That is why Poe would be an ideal candidate to interview Steel City Interactive CEO Ash Habib.


Part One: Who Is Poe?

Poe is not someone who entered the boxing-game discussion after Undisputed was released.

His connection to boxing and boxing videogames goes back decades.

He boxed for approximately 12 years.

He competed in more than 20 amateur bouts.

He won the Golden Gloves three times.

He won the Diamond Gloves three times.

He won the New Jersey Amateur State Championship three times.

He later competed professionally, finishing with a record of two wins and one loss.

He sparred with professional heavyweights and champions, including Shannon Briggs, Ray Mercer, Jameel McCline, and Imamu Mayfield.

That experience does not mean Poe knows everything about boxing.

No boxer, trainer, promoter, developer, journalist, or fan knows everything.

However, it does mean he understands boxing beyond its surface appearance.

He understands what it feels like to stand in front of another boxer.

He understands the importance of balance, positioning, timing, preparation, fatigue, pressure, confidence, conditioning, and decision-making.

He understands that boxing is not simply two people exchanging combinations until someone’s health bar disappears.

Boxing is a battle of adjustments.

It is a battle of distance.

It is a battle of rhythm.

It is a battle of physical attributes, learned skills, tendencies, habits, courage, discipline, and intelligence.

Poe understands why an orthodox boxer facing a southpaw creates different positioning challenges.

He understands why a boxer’s lead foot matters.

He understands why punching while improperly balanced should create consequences.

He understands why a boxer cannot move, defend, punch, recover, and absorb punishment identically to everyone else in the roster.

That experience would allow Poe to listen carefully to Ash Habib’s answers and understand whether an explanation reflects boxing reality, videogame design limitations, competitive balancing, or marketing language.


Part Two: Poe’s Boxing-Game Experience

Poe’s qualifications are not limited to his experience inside a boxing ring.

He has also spent decades studying, discussing, supporting, and criticizing boxing videogames.

He was involved with the EA Knockout Kings and Fight Night communities.

He became a senior moderator and community leader within the EA Fight Night community.

He communicated with players, moderators, community managers, producers, and developers.

He sent detailed wish lists and boxing-game concepts to people connected to the development of boxing titles.

He visited EA Canada.

He experienced the relationship between a development team and its most passionate community members.

That background is important because it gives him perspective from multiple sides.

Poe knows that players can become emotional.

He knows that frustration can cause valuable criticism to be expressed poorly.

He knows that developers cannot implement every suggestion.

He knows that licensing, staffing, budgets, engine limitations, animations, artificial intelligence, quality assurance, production schedules, publishing agreements, and online infrastructure can all affect what appears in a finished game.

However, understanding those realities does not mean every problem should be excused with the statement that game development is difficult.

Every major entertainment product is difficult to create.

The relevant question is not whether development is difficult.

The relevant question is what specifically happened.

Was a feature removed because the studio ran out of time?

Was it removed because the technology could not support it?

Was it removed because it created online synchronization problems?

Was it removed because competitive players disliked it?

Was it removed because the controls were not accessible?

Was it removed because the publisher wanted the team to focus elsewhere?

Was it removed because the company changed its definition of fun?

Was it removed because Steel City Interactive’s creative direction changed?

Those are different explanations.

Poe understands enough about development conversations to ask for those distinctions.


Part Three: Why This Interview Is Necessary

There have already been interviews with Ash Habib.

There have been promotional conversations.

There have been development videos.

There have been statements about the community, the studio’s vision, the future of the franchise, and what Steel City Interactive learned from the first game.

But many important questions remain unanswered.

Who truly determined the final direction of Undisputed?

How much control did Ash Habib maintain as the company expanded?

How much influence came from producers, designers, publishers, investors, professional boxers, consultants, competitive players, content creators, and internal development leadership?

Did the company’s understanding of authenticity change?

Did the audience Steel City Interactive wanted to serve change?

Did competitive online balancing begin to override boxing realism?

Did commercial growth cause the game to become more cautious?

Did the company become afraid that a deeper simulation would alienate casual players?

Were hardcore boxing fans treated as a valuable source of knowledge, or gradually viewed as a difficult minority?

What parts of the original ESBC foundation survived?

What parts were abandoned?

What parts became impossible?

What parts were considered commercially undesirable?

These questions should not be asked to embarrass Ash Habib.

They should be asked because the answers matter.

They matter to the people who supported ESBC before Steel City Interactive had major recognition.

They matter to players who purchased Undisputed because they believed in its original direction.

They matter to people who want to know whether a potential Undisputed 2 would repeat the same problems.

They also matter to Steel City Interactive.

The company cannot rebuild confidence through promises alone.

It needs clarity.


Part Four: Why Poe Is Different From a Typical Interviewer

A traditional gaming interviewer might ask Ash Habib about features.

Poe could ask how those features represent boxing.

A traditional interviewer might ask whether footwork has improved.

Poe could ask whether footwork affects punch commitment, balance, recovery, stamina, defensive vulnerability, angle creation, and ring positioning.

A traditional interviewer might ask whether artificial intelligence is better.

Poe could ask whether each boxer’s AI understands style, temperament, range preference, risk tolerance, fatigue, scorecards, corner advice, opponent tendencies, and changing fight conditions.

A traditional interviewer might ask whether career mode is deeper.

Poe could ask whether the mode simulates boxing as an ecosystem.

Are there promoters with different personalities?

Are there managers with different negotiation skills?

Are there trainers with different philosophies?

Are there judges with individual scoring tendencies?

Are there referees who handle fouls, clinches, knockdowns, and stoppages differently?

Do rankings respond logically to results?

Do rivalries develop organically?

Can CPU-controlled boxers build careers without the player?

Do injuries affect preparation?

Do training camps have consequences?

Do boxers age, decline, change styles, switch trainers, move divisions, rebuild careers, or retire?

A traditional interviewer might ask whether the roster is larger.

Poe could ask whether those boxers actually behave like individuals.

That difference is crucial.

A boxing game can have 200 licensed boxers and still fail to make them feel like 200 different people.

Poe would ask about tendencies, capabilities, traits, attributes, mannerisms, signature punches, defensive preferences, punch selection, movement styles, emotional responses, tactical adjustments, and decision-making.

He would ask how many meaningful variables separate one boxer from another.

He would ask whether boxer identity exists beneath the character model.


Part Five: Poe Would Represent Hardcore Boxing Fans Fairly

Hardcore fans are often described as difficult.

They are sometimes called impossible to satisfy.

They are accused of wanting too much realism.

They are told that their ideas would not sell.

They are told that casual players keep games alive.

They are told that development costs money and studios cannot build games purely from passion.

Some of those statements contain partial truths.

A company must earn money.

A game must reach enough players to justify its budget.

Not every feature can be included.

Not every fan understands development.

However, those realities do not prove that realism is commercially unviable.

They do not prove that hardcore players are wrong.

They do not prove that casual players need every system simplified.

They do not prove that arcade-oriented players should determine the experience for everyone else.

Poe’s position is not that every player must be forced into a simulation.

His position is that players should have meaningful options.

A boxing game could offer a realistic or simulation preset.

It could offer a hybrid preset.

It could offer a more accessible or arcade-oriented preset.

It could offer extensive sliders.

It could separate ranked online rules from offline customization.

It could allow competitive players to use standardized settings while allowing offline players to create the experience they prefer.

That is not exclusion.

That is flexibility.

Poe would ask Ash Habib why accessibility is so often pursued by removing depth rather than making depth optional.

He would ask why one universal ruleset should control career mode, exhibition fights, CPU-versus-CPU matches, online ranked competition, and custom offline leagues.

He would ask whether simulation fans are genuinely asking for too much, or whether the company has not invested enough in giving different audiences separate ways to play.


Part Six: Poe Understands Offline Players

Online players deserve a stable, responsive, competitive experience.

However, online balance should not determine the entire identity of a boxing game.

Offline players also matter.

Career-mode players matter.

Creation-suite players matter.

CPU-versus-CPU players matter.

Players who build fictional boxing universes matter.

Players who want historical matchups matter.

Players who want to simulate promotions, rankings, championships, rivalries, and long-term careers matter.

A player watching CPU-controlled boxers compete is not necessarily refusing to play the game.

CPU-versus-CPU can be used to study artificial intelligence.

It can be used to test ratings and tendencies.

It can be used to run fantasy tournaments.

It can be used to create broadcasts.

It can be used to manage a stable.

It can be used to simulate an entire boxing universe.

It can reveal whether the game’s systems actually produce realistic boxing when no human player is manipulating them.

Poe would ask whether Steel City Interactive views offline players as a foundational audience or as a secondary group receiving adaptations of systems designed primarily for online competition.

He would ask whether career mode is intended to become a genuine boxing simulation or merely a sequence of fights connected through menus.

He would ask why sliders, CPU-versus-CPU options, custom rules, world-building tools, promoter systems, and deeper creation features have not received greater priority.


Part Seven: Poe Would Ask About the Meaning of Authenticity

Steel City Interactive has frequently used the language of authenticity.

But authenticity must be defined.

Does authenticity mean licensed boxers?

Does it mean facial scans?

Does it mean accurate trunks?

Does it mean recognizable arenas?

Does it mean television presentation?

Does it mean signature animations?

Those elements matter, but boxing authenticity cannot stop at presentation.

Authenticity should also include how boxers move.

How they react.

How they defend.

How they become tired.

How they respond to body punches.

How they fight when hurt.

How they adjust when behind on the scorecards.

How they react to pressure.

How they use a clinch.

How they fight inside.

How their corner communicates.

How a referee manages the contest.

How judges interpret rounds.

How styles create advantages and disadvantages.

How different eras of boxing affect rules, pacing, equipment, rounds, scoring, and strategy.

Poe could ask Ash directly:

What does authenticity mean inside Steel City Interactive?

Is authenticity a visual goal?

Is it a mechanical goal?

Is it a statistical goal?

Is it a strategic goal?

Is it a marketing term?

What parts of Undisputed does Ash believe achieved authentic boxing?

What parts failed?

What would Steel City Interactive need to do differently before calling a sequel authentic?


Part Eight: Poe Would Challenge the Language of “Fun”

Developers often say a feature was changed because it was not fun.

But fun is subjective.

Some players find constant exchanges entertaining.

Other players enjoy controlling distance and slowly breaking an opponent down.

Some players want immediate action.

Other players enjoy tactical patience.

Some players enjoy ranked competition.

Other players want to create boxers, manage careers, watch CPU matches, design organizations, and simulate decades of boxing history.

When a company says something is fun, it should explain whose definition of fun is being used.

Was the feature tested primarily by competitive gamers?

Was it tested by experienced boxers?

Was it tested by casual sports fans?

Was it tested by offline career players?

Was the feature itself unappealing, or was it poorly taught?

Was the mechanic difficult because it was realistic, or difficult because its controls were unclear?

Could the system have remained available as an option?

Poe would not accept “it was not fun” as the end of the discussion.

He would ask what was tested, who tested it, how it was measured, and whether alternatives were explored.


Part Nine: Poe Would Ask the Necessary Follow-Ups

A strong interview is not defined only by prepared questions.

It is defined by whether the interviewer listens carefully enough to ask the next question.

If Ash says the company listened too much to fans, Poe could ask:

Which fans?

What feedback caused the game to lose direction?

Was that feedback asking for greater realism, greater accessibility, stronger online balance, more content, or faster updates?

How did the studio decide which feedback to follow?

Did the company have a clear design foundation before collecting feedback?

If fan feedback pulled the game in conflicting directions, was the problem the fans, or was the problem the absence of separate gameplay modes and presets?

If Ash says the studio must return to its foundation, Poe could ask:

What exactly is that foundation?

Is it the original ESBC vision?

Is it the design direction used during Early Access?

Is it the final retail philosophy?

Is it a new vision for Undisputed 2?

If Ash says the game needed to be fair, Poe could ask:

How is fairness defined in a sport built around unequal physical gifts, skills, styles, experience, power, speed, durability, reach, intelligence, and preparation?

Should every boxer be equally viable?

Should weaker boxers be artificially improved?

Should elite boxers be weakened?

Should a devastating puncher lose power to prevent frustration?

Should a defensively gifted boxer become easier to hit?

Should a great outside boxer become slower because opponents dislike chasing him?

At what point does competitive balance erase boxer identity?

If Ash says a realistic simulation would not sell, Poe could ask:

Where is the evidence?

Which fully realized modern boxing simulation was released and rejected by the market?

How can the industry conclude that a product would fail when it has not truly been offered?

Could realistic presets, scalable controls, assists, tutorials, sliders, and separate rulesets allow realism and accessibility to coexist?

Poe would understand when an answer needs clarification.

He would also understand when Ash has given a complete and reasonable explanation.


Part Ten: This Would Not Be a Personal Attack

Poe has strongly criticized Steel City Interactive.

He has criticized the direction of Undisputed.

He has questioned the company’s priorities.

He has challenged statements made by Ash Habib.

He has argued that the project moved away from its original promise.

That does not mean the interview must become hostile.

A serious interviewer should be willing to challenge the subject without insulting the person.

Poe could ask Ash about contradictions respectfully.

For example:

“You have said that the studio may have listened too much to the community and needed to return to its foundation. You have also continued encouraging players to provide feedback and ideas. How should players understand those two positions?”

That question is direct, but fair.

Poe could ask:

“When you refer to a loud minority, are you describing people who criticize the game disrespectfully, or are you including hardcore boxing fans who provide detailed criticism of the game’s systems?”

That question requires clarification without assuming malicious intent.

Poe could ask:

“If Steel City Interactive changed its goals during development, why did the company not communicate those changes more directly to the early supporters who backed the original vision?”

That focuses on communication and responsibility.

The goal would not be to create a viral argument.

The goal would be to produce clarity.


Part Eleven: The Interview Could Benefit Ash Habib

Ash Habib should not view an interview with Poe only as a risk.

It could also be an opportunity.

Ash could explain decisions that players may have misunderstood.

He could correct inaccurate claims.

He could separate his personal opinions from collective studio decisions.

He could explain how much authority belonged to design leads, producers, publishers, investors, and technical teams.

He could describe the limitations the studio encountered.

He could explain why certain systems disappeared.

He could acknowledge mistakes.

He could identify criticism that was fair.

He could defend choices he still believes were correct.

He could clearly define the future of the franchise.

A promotional interview may produce positive headlines for one day.

A serious interview can produce greater trust.

Players do not expect developers to be perfect.

They do expect honesty.

They expect companies to acknowledge when something failed.

They expect explanations that go beyond public-relations language.

They expect evidence that lessons were learned before they are asked to purchase another game.

An interview with Poe would give Ash Habib the opportunity to speak directly to one of the audiences that feels most disappointed.


Part Twelve: Direct Open Invitation to Ash Habib

Ash Habib, this is an open invitation.

I would like to interview you about ESBC, Undisputed, Steel City Interactive, the relationship between the studio and the boxing-game community, and the potential future of Undisputed 2.

This would not be a promotional interview.

It would also not be a personal attack.

I would ask difficult questions.

I would ask follow-up questions.

I would challenge statements that appear inconsistent.

I would ask you to explain what changed between the original ESBC vision and the finished version of Undisputed.

I would ask who controlled the direction of the game.

I would ask what the company learned.

I would ask why certain systems were removed, reduced, delayed, or never completed.

I would ask about hardcore boxing fans, casual players, online competition, offline modes, artificial intelligence, boxer individuality, career mode, creation tools, sliders, realism, authenticity, and the future of the franchise.

But I would also give you the opportunity to answer fully.

I would not interrupt every explanation to manufacture an argument.

I would not misrepresent your answer.

I would not ask questions simply to create a humiliating clip.

I would listen.

I would disagree where necessary.

I would ask for clarification where necessary.

I would allow you to explain where the community may be wrong.

I would allow you to explain where Steel City Interactive was wrong.

I have spent decades involved with boxing and boxing videogames.

I have competed in the sport.

I have worked inside boxing-game communities.

I have communicated with developers and producers.

I have created a boxing-videogame blueprint containing ideas for gameplay, artificial intelligence, career systems, trainers, managers, promoters, referees, judges, creation tools, customization, commentary, presentation, and long-term boxing ecosystems.

I am not approaching you as someone who wants Steel City Interactive to fail.

I am approaching you as someone who wants boxing to be represented with greater depth, respect, realism, and authenticity.

You do not have to agree with everything I believe.

You do not have to accept every criticism.

You do not have to promise every feature.

But the boxing-game community deserves a clear conversation.

The people who supported ESBC deserve to understand what happened.

The people disappointed by Undisputed deserve to know what the company learned.

The people who may be asked to support Undisputed 2 deserve to know what would be different.

My invitation is simple.

Sit down with me.

Answer the difficult questions.

Explain your vision.

Explain the compromises.

Explain the failures.

Explain what succeeded.

Explain who influenced the direction.

Explain what authenticity means to Steel City Interactive.

Let the community hear a conversation that is not controlled by hostility, marketing, or blind support.

Let us talk honestly about boxing videogames.


Part Thirteen: Proposed Podcast Introduction

Welcome to Poe and the Community Speaks.

Today’s conversation is one that the boxing-game community has needed for a long time.

My guest is Ash Habib, the founder and CEO of Steel City Interactive, the studio behind Undisputed.

Before we begin, I want to clearly explain the purpose of this interview.

This is not a personal attack on Ash Habib.

This is not a promotional appearance designed to avoid uncomfortable subjects.

This is not an attempt to create a confrontation for views.

The purpose is to understand what happened during the development of ESBC and Undisputed, how the project’s direction changed, what Steel City Interactive learned, and what the company would need to do differently in the future.

I followed this project from the ESBC era.

I saw why boxing fans became excited.

I saw the promises, concepts, footage, discussions, and expectations that helped the project build support.

I also saw the frustration that developed as many players felt that the final product no longer completely represented the vision they originally supported.

Ash, I appreciate you joining me.

I am going to ask difficult questions.

Some questions may challenge decisions you made.

Some may challenge public statements.

Some may require you to clarify how the company views its hardcore audience.

However, you will have the opportunity to answer fully.

I will not tell you what you believe.

I will ask you to explain it.

I will also ask follow-up questions when an answer requires additional detail.

The objective is not agreement.

The objective is clarity.


Part Fourteen: Proposed Opening Interview Questions

The Original Vision

Ash, when you first began developing ESBC, what was the boxing game you personally wanted to create?

How would you describe the original foundation of ESBC?

Was the original goal to create a realistic boxing simulation, a hybrid boxing game, a competitive fighting game, or something else?

How close is the final version of Undisputed to your original vision?

Which parts of that original vision survived?

Which parts changed?

Which parts were abandoned?

At what stage did the project experience its most significant directional change?

Leadership and Creative Control

Who had final authority over the creative direction of Undisputed?

Did your level of control change as Steel City Interactive expanded?

How much influence came from designers, producers, publishers, investors, consultants, professional boxers, content creators, and competitive players?

Were there moments when you disagreed with the direction chosen by members of your own development team?

Did the growth of the studio make the original vision harder to protect?

When players criticize decisions made by Steel City Interactive, how much responsibility should they place on you personally?

Authenticity

You have repeatedly described the project as authentic.

What does authenticity mean to you?

Does authenticity primarily refer to presentation, licenses, animations, gameplay systems, boxer behavior, or the complete boxing ecosystem?

Which parts of Undisputed do you believe represented authentic boxing successfully?

Which parts did not meet your expectations?

Can a boxing game be called authentic if it lacks deep clinching, inside fighting, referee interaction, boxer-specific AI, realistic fatigue, and meaningful strategic adjustment?

The Hardcore Community

You have referred to a loud minority within the community.

Who were you describing?

Were you referring to disrespectful players, highly competitive players, hardcore simulation fans, or everyone who repeatedly criticized the game?

How does Steel City Interactive separate unproductive negativity from informed criticism?

Do you believe hardcore boxing fans helped the project, damaged the project, or both?

What criticism from hardcore boxing fans proved to be correct?

What criticism do you believe was unfair?

Listening to Fans

You have suggested that the studio may have listened too much to fans and needed to return to its own foundation.

You have also encouraged fans to continue providing feedback and ideas.

How should the community understand those two positions?

Which fan-requested changes caused the studio to lose direction?

Was the problem that the company listened to players, or that the game did not have separate modes and settings for different types of players?

How is community feedback collected and categorized?

Does the company distinguish between feedback from boxers, trainers, casual players, simulation players, online competitors, offline players, and content creators?

Online Balance Versus Boxing Realism

How much did competitive online balancing influence the final design?

Were boxer abilities adjusted to make matchups more equal?

Did online balance affect stamina, movement, power, defense, punch tracking, or boxer individuality?

Do you believe every boxer should be equally viable in competitive play?

How do you balance fairness with the reality that boxers are not equally talented?

At what point does balancing the roster begin to erase the qualities that make each boxer unique?

Missing and Reduced Systems

Why was a visible in-ring referee not a foundational part of the finished game?

Why was clinching reduced or removed?

Why was inside fighting not developed with greater depth?

Why was CPU-versus-CPU not prioritized?

Why were extensive gameplay sliders not included for offline users?

Why did the creation suite not provide the depth many sports-game players expected?

Were these systems rejected, delayed, technically blocked, or deprioritized?

Which missing feature do you most regret not completing?

Career Mode

What was the original vision for career mode?

Was career mode intended to simulate boxing as an industry, or primarily give players a sequence of fights?

Why were promoters, managers, trainers, rankings, negotiations, rivalries, injuries, weight management, and long-term CPU careers not represented more deeply?

Does Steel City Interactive understand the demand for a Universe-style boxing ecosystem?

Would a sequel allow players to follow, manage, or watch multiple boxers rather than controlling only one career?

Artificial Intelligence

How does Steel City Interactive currently create boxer individuality?

Is it driven by ratings, animation packages, tendencies, behavior trees, traits, or machine-learning systems?

How many meaningful behavioral variables distinguish one boxer from another?

Can the AI recognize scorecards, fatigue, injuries, opponent patterns, corner advice, and changing fight conditions?

Can one boxer become more aggressive when hurt while another becomes cautious?

Can a counterpuncher become uncomfortable when forced to lead?

Can a pressure boxer recognize when an opponent is weakening?

What would need to change for the AI to produce fights that remain believable without human control?

Technical Foundation

Was the underlying technology capable of supporting the original ESBC vision?

Did engine architecture limit clinching, referees, rope interactions, damage, physics, or artificial intelligence?

Why did some updates appear to fix one area while creating problems elsewhere?

Was the game’s codebase difficult to expand safely?

Would a sequel use a new engine, a revised engine, or a rebuilt architecture?

When the company says a sequel may be built from the ground up, what does that mean technically?

Quality Assurance

How was Undisputed tested?

How many testers had meaningful boxing knowledge?

How many testers focused on offline play?

How many focused on competitive online play?

Were professional boxers and trainers involved throughout development or consulted only at selected stages?

Did testers identify problems that the company chose not to address before release?

What would Steel City Interactive change about testing for a sequel?

Options and Sliders

Would you support separate simulation, hybrid, and accessible gameplay presets?

Would you support extensive offline sliders?

Could players adjust stamina, damage, referee behavior, clinching, block effectiveness, counter windows, movement speed, AI tendencies, judging, injuries, and boxer durability?

Why should an offline player’s preferred settings be limited by the needs of ranked online competition?

Could ranked modes use standardized rules while other modes remain highly customizable?

Undisputed 2

What is the most important lesson Steel City Interactive learned from the first game?

Which mistakes must never be repeated?

How would you prevent Undisputed 2 from experiencing another identity crisis?

Would hardcore boxing fans have a formal role in testing and advising the studio?

Would the company be willing to publish clear design pillars before release?

Would you define whether the sequel is a simulation, hybrid, or competitive fighting game before asking fans to purchase it?

What would Undisputed 2 need to accomplish before you personally considered it successful?

Why should players who were disappointed by Undisputed trust Steel City Interactive with a sequel?


Part Fifteen: Proposed Closing Statement

Ash, I appreciate you participating in this conversation.

The purpose of this interview was not to force agreement.

It was to give the community a clearer understanding of how Undisputed was made, how its direction changed, what challenges Steel City Interactive encountered, what criticism you consider fair, and what the company would need to do differently in the future.

Boxing fans are demanding because the sport matters to them.

Hardcore fans do not ask for depth because they want the game to fail.

They ask for depth because boxing deserves to be represented as more than a simplified exchange of punches.

It deserves individuality.

It deserves strategy.

It deserves consequences.

It deserves history.

It deserves a believable career ecosystem.

It deserves realistic movement, fatigue, damage, defense, corner work, judging, refereeing, and artificial intelligence.

A boxing game can welcome casual players without silencing hardcore fans.

It can offer accessibility without removing depth.

It can support online competition without allowing online balancing to control every offline experience.

It can give different audiences different ways to enjoy the sport.

The question is whether Steel City Interactive is willing to build that type of foundation.

The community will judge the future of Undisputed not only by promises, trailers, graphics, licenses, or roster size.

It will judge the future by whether the company demonstrates that it understands what went wrong.

It will judge the future by whether the studio listens without surrendering its identity.

It will judge the future by whether authenticity becomes a complete design philosophy rather than a promotional phrase.

This conversation would not solve every disagreement.

It would not make everyone support Steel City Interactive.

It would not erase the problems of the first game.

But it could establish something the boxing-game community has been missing.

Honest communication.

Clear definitions.

Direct accountability.

A respectful disagreement between people who care deeply about boxing.

That is why Poe would be an ideal person to interview Ash Habib.

He understands boxing.

He understands boxing videogames.

He understands the history of the genre.

He understands the community.

He understands the frustrations of offline and simulation players.

He understands that criticism should be connected to solutions.

He is willing to ask difficult questions without making the conversation personally hostile.

He is willing to listen to the answers.

Most importantly, Poe has spent decades fighting for the same goal that originally caused so many people to support ESBC:

A boxing videogame that finally treats boxing with the depth, individuality, realism, and respect the sport deserves.

This version can function as a narrated YouTube video, podcast opening, public campaign statement, or written invitation to Ash Habib.

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Why Poe Is an Ideal Candidate to Interview Ash Habib

Why Poe Should Interview Steel City Interactive CEO Ash Habib A Documentary-Style Open Invitation and Podcast Introduction Opening Narration...