Seems odd they would switch from an in-house engine. Most of the time developers switch engine, it seems to be because they find a better one on the market, have problems with their current licence holder, or a delay or series of delays means they need something more up to date, to ensure their product doesn't look as dated.
When you have an in-house engine though, most developers seem to stick to it, and modify it as they see fit for their vision.
So I'm not sure I agree with him when he says "There was nothing wrong with the Luminous engine at all," Yasue countered. "We decided that Unreal 4 was right for us". Or at the very least he's not explaining the full reason.
I'd say development using Luminous would have taken too long, they're still tinkering around with it, it may even have a few faults. While UE4 has a lot of support, is an easier engine to work with and could speed development up.
Overall, probably a good decision for fans of the franchise.
| Studio | Party | Sales (in millions) |
| Naughty Dog | 1st | 23.09 |
| Polyphony Digital | 1st | 17.62 |
| Insomniac Games | 2nd | 15.49 |
| Sony Santa Monica | 1st | 13.73 |
| Media Molecule | 1st | 9.64 |
| Sony San Diego | 1st | 8.41 |
| Sony London Studio | 1st | 7.34 |
| Kojima Productions | 3rd | 5.95 |
| Guerilla Games | 1st | 5.65 |
| Evolution Studios | 1st | 5.61 |
| Sucker Punch | 1st | 4.56 |
| Quantic Dream | 2nd | 4.41 |
| Sony Japan Studio | 1st | 3.11 |
| Relentless Soft. | 2nd | 2.24 |
| Zipper Interactive | 1st | 2.15 |
| Ninja Theory | 2nd | 1.62 |
| Factor 5 | 2nd | 0.51 |








