EA vs. SCI — A Tale of Two Boxing Studios
Between 1998 and 2003, EA Sports released five boxing games in five years, creating and evolving the Knockout Kings series into a staple of sports gaming. Despite lacking today’s tech or bloated team sizes, EA’s focused production cycles kept content rolling and fans engaged. Fast-forward to 2025, and Steel City Interactive (SCI) has spent over five years delivering only one incomplete game — Undisputed (formerly known as ESBC) — with no clear full release in sight.
The question boxing fans everywhere are asking is: What’s the excuse? Let’s unpack the timelines, resources, and possible truths behind the productivity gap.
🥊 Section 1: EA’s Output — 5 Games, 5 Years
📅 Titles Released by EA (1998–2003)
Knockout Kings (1998)
Knockout Kings '99
Knockout Kings 2000
Knockout Kings 2001
Knockout Kings 2002 (and eventually 2003 before transitioning to Fight Night in 2004)
🎮 What They Did Right
Annual Iteration Model: Borrowed from EA’s Madden and FIFA production pipeline — iterative design, asset reuse, and predictable dev cycles.
Tight Teams, Focused Goals: These weren't 500-person armies. EA Sports had compact, disciplined teams that worked within known hardware limitations.
Same Game Model Reused: Absolutely — the Knockout Kings games were built on the same core engine with moderate upgrades each year.
💡 Point: EA wasn’t reinventing the wheel every year. They worked efficiently with a live game model and modular updates.
🧱 Section 2: SCI's 5-Year Struggle — Why Is Undisputed Still Incomplete?
Steel City Interactive began teasing the eSports Boxing Club (ESBC) in early 2020. Since then, here’s what’s transpired:
📉 Timeline of Missed Marks
2020: Ambitious announcement; trailer promised realism, hundreds of licensed fighters, and revolutionary gameplay.
2021–2022: Delays, minimal gameplay shown, major feature creep (career mode, online ranked, cuts system, commentary).
2023: Game renamed Undisputed, Early Access begins — core mechanics feel incomplete, online-focused design becomes apparent.
2024–2025: No full release. Still missing promised career mode, AI depth, customization, and polish.
🔍 Section 3: So, What’s SCI’s Excuse?
Let’s break down possible excuses and how valid they really are:
Excuse Reality Check: “We’re a small studio.” EA’s teams in 1998–2002 weren’t massive either. SCI now has access to remote development, tools, and even veteran hires.
“We started with no experience.” Fair — in 2020, they were green. But by 2023, they had hired former EA, Codemasters, and 2K developers.
“We switched engines from Unity to Unreal.” False. SCI stayed on Unity the entire time. So, engine changes can't explain the delays.
“Funding problems.” They secured major fighter licenses (Ali, Fury, Canelo), and Epic Games featured them. Plus, selling 1M copies in Early Access should have injected strong revenue.
“COVID slowed us down.” The same applies to every studio worldwide — yet games shipped during that era, including much larger ones like Elden Ring, God of War: Ragnarok, and NBA 2K.
“Feature scope got too big.” That’s a studio management failure, not a justification. EA never promised more than they could deliver in a 12-month cycle. SCI tried to promise the boxing world, and now it’s drowning under those expectations.
Sabotage? If SCI was deliberately misled or influenced — either by external investors or internal hires with arcade fighting DNA — then the sabotage was ideological. This isn’t the game they originally promised.
⚠️ Section 4: SCI’s Real Problems — Leadership, Direction, and Identity
1. Leadership Drift
Founder Ash Habib once spoke about wanting to create “the NBA 2K of boxing.” But over time, decisions suggest a shift toward arcade culture and esports monetization, likely influenced by hires from EA and similar firms.
2. Missing a Game Plan
SCI tried to make too many systems at once:
Realistic stamina
Damage tracking
Fighter traits
Career mode
Online play
Massive roster, but rather than prioritizing a finished core, they spread thin.
3. Community Disconnect
Boxing fans wanted:
A strong single-player experience
Simulation-first mechanics
Career depth, sliders, customization
What they got instead:
Online leaderboards, exploits, and arcade pacing
Incomplete fighter representations
Poor or no slider systems
🧩 Section 5: Could This Be Salvaged?
SCI can still recover — but only if they:
Admit the direction drift.
Refocus on offline realism and deep career play.
Deliver promised content before online events.
Offer transparency on the project’s roadmap.
Rebuild trust with the sim-first boxing community.
🧠 Final Takeaway: It’s Not About Size. It’s About Vision.
EA made 5 boxing games in 5 years with old tools and tight teams. SCI had five years, modern engines, and early hype. Yet Undisputed still feels like a tech demo in some areas.
The difference? EA understood the scope. SCI tried to do everything — and in doing so, forgot what mattered most: finishing a complete, playable boxing experience.
Until SCI either owns the missteps or changes direction, the comparison to EA will always hang over them, and deservedly so.