The Fight: Lights Out is really a game I have absolutely no interest in, though the punching looks pretty good now that they have the motion mapping. What I really want is a boxing sim. I'm more into the sweet science, and representing the technical parts of the sport, then just playing a game which is a brutal slug-fest.
I've refrained from discussing this here and taken Joshua Luna's comment on his ideal boxing game to the thread of The Fight: Lights Out, but I can't help but at least point out to you just this once that The Fight is too much of a boxing sim almost. 9 out of 10 things that anyone here has stated they'd want in a boxing game is in there. The Fight from the looks of things is going to fail commercially simply because it is too darn hardcore a boxing sim, and that's sad, but it's worse when people dismiss it and then describe basically the same game as an ideal game.
And there's not even much swearing in it either. I would like it to be ported to Kinect, so that people with Kinect can enjoy it as well, even if they're just a handful who can really appreciate it.
Note that I completely disagree with patsu about the technical details. I think both Move and Kinect can do welll enough for a game like this. Kinect should do full body tracking better than Move. Head-tracking in The Fight doesn't work well right now - it really needs you to stand against an even background, or it just won't work. Kinect should do better here. The same goes for foot-work, obviously - The Fight basically doesn't care how you move. That said, The Fight does manage to follow your upper body orientation very well - lean left right, forward backward, all that works simply by using the orientation of the controllers. And walking around in 3D space imho works flawlessly - no-one in the thread in Gaf now would want the analog stick back for this, as the current implementation is far more natural.
I'm sure they'll figure out a similar mechanic for Kinect - lean forward for a while to start moving in that direction, lean back or to the side for more than a fraction of a second to move in that direction. You don't need all that much running around in boxing, and you'll typically keep looking towards your opponent, which makes things much simpeler.
For Fight Night though they are in a more difficult position. They will not want to lose their existing button-based audience. Heck, they had a huge backlash already when they want to make the fighting more 'simmy' just using the analog sticks. But if they design an engine that can handle being controlled through motion controllers, then it shouldn't be too hard to then map a great variety of the moves you can do to analog stick/button combinations.
An interesting combination that I could see is where Fight Night gets a higher level management system, where you can be both manager and boxer, someone online or a friend can be your manager or your boxer, and you can be a motion controller boxer or a use buttons boxer, or your boxer could just be AI.
Perhaps the biggest change is the new stamina system. You have body stamina, so your head and torso movement will diminish over the fight, meaning you need to be smart about how you move, rather than flailing around. Same goes for your feet. If you stay on your bike, you'll wear out. So you'll probably have to spend some time on the ropes if you get tired, trying to get a chance to slip out. Then the stamina per-arm, means you have to throw varieties of shots. If you're a jab spammer, part way through the fight your opponent will take over. You have to be versatile. Same goes for people loading up on hard shots with their power hand.
This sounds really awesome. It's the kind of thing that I've wanted even games like Tekken to have, to add depth to the gameplay.