cell sux
it's waaaaaaay too late but I'm up with a newborn and couldn't let this particular brand of idiocy rest unchallenged.
IW has done it.
My studio pulled it off.
So has Epic.
At some point, you have to remove the blinkers and look between the lines at what's not being said. If it's excuse-making to cover up the lack of portability in your engine, so be it. But when other studios can get the job done, those words ring hollow.
Sony's architecture may be more difficult to work with in comparison to the 360 and PC, but it has provided a wonderful litmus test in separating the wheat from the chaff when it comes to coding.
No excuses.
Considering this is
A) A Japanese developer (their experience with this-gen HD programming techniques are about 5 years behind Western developers; also Japanese programmers never had to deal with multi-platform before)
B) Their first HD game (their last programming experience was Okami? on the ps2 hardware)
C) Made on the X360 as the lead by all apparentness
Yeah, uh...they are probably not up to par with IW or you guys

I think this is just going to cause me to skip the J-version that was near $100 and wait out the 3 months (which is distinguished mentally-challenged for a full English game; should've been simultaneous) and get the US 360 version. My J-launch 360 is seriously delicate and graphically intense stuff will break it.