A few parts that caught my eye..
Denis Dyack: Nothing could be farther from the truth. The fact that we are using the Unreal Engine 3 should be the first indicator that it could not possibly be a port. The content of the game has also significantly changed from the early designs. Beyond these things we have partnered with MS, and this will be a unique blend of both Silicon Knights' and MS's philosophies.
Denis Dyack: We are happy with the fact that we feel we can now achieve Hollywood production value sets and design with the Xbox 360 that were previously not possible last generation. We feel we will be able to take the player on a graphical tour de force like never before. Although all of the screen shots are very early, the shots of the ice forest are really examples of some of the game's visual potential. The power of the Xbox 360 not only allows us to create a beautiful and believable game play area, but an expansive game play world as you will see in Too Human.
Denis Dyack: It is too early to really discuss this but we will aim for a frame rate that is most appropriate the game. With Eternal Darkness we averaged 60fps at a true 640x480 resolutions on the NGC, which not many other games achieved. However, we are not sure the players noticed this and in many respects we feel that reducing the frame rate to 30fps and adding substantially more effects as we did in MGS is more favorable to gamers. We are currently leaning towards a heavy effects approach in games for next generation as you see in games like MGS 4. The Xbox 360 is very powerful and the final hardware is beyond our expectations for performance and we are confident that it will allow us to go in any direction that we choose to during the development. Whichever path Too Human takes, we are very aware of the improved game experience a smooth and steady frame rate provides and we will always keep that paramount.