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It's a simple equation that's used by most publishers: can we sell enough copies on platform X to justify the expense of producing, marketing, and distributing game Y? Yes, let's continue forward. No, then let's cancel the port.

My guess is they had frame rate issues or some other performance problem they couldn't address by just tweaking the basic CPU code, and they didn't want to spend more money trying to do the heavy lifting with the SPE's.

The first part of the equation, i.e. - how many copies do we think we can sell probably has something to do with the perception of what PS3 owners might like. EA seems to think there won't be enough RTS buyers on that platform to make the ROI adequate.