zarx said:
“That’s probably more of a business decision, and one that I wasn’t part of when I was at THQ. The studio architect of the 4A engine did a lot of the initial work on the PS3 first, just to get to grips with the architecture. A lot of the early prototypes you saw were of the PC version… You’d probably have to ask someone up in senior THQ finance to find out why we didn’t greenlight a PS3 version at the time, but there’s no reason why the engine wouldn’t work on PS3.” http://www.vg247.com/2010/02/25/interview-metro-2033s-dmitry-glukhovsky-and-huw-beynon/#more-82352 |
That's because the engine was tailored for PS3 from the beginning, being lowest common denominator and, I quote, "more complex to work on", as it was planned by THQ. You know, typical stuff about the PS3 development. But eventually PS3 version was cancelled by THQ, since devs weren't able to meet the deadline with acceptable quality within 2 months, while they did manage to port on X360 in 19 days of crunch time.