Kikizo: You've been able to squeeze Unreal Engine 2 onto PSP previously; with that in mind is there any potential to get some form of Unreal Engine 3 running on Wii at some point? Because after all, commercially it has to be worth it now right?
Rein: It wasn't us, it was Ubisoft! [laughs] You know, actually, commercially, it's probably not worth it to be honest. And I don't mean that as anything against the Wii, but the Wii is an improved evolution of the GameCube - I mean it's hardware compatible with the GameCube! So if you're going to make a game for the Wii you're just going to use whatever tools you used on GameCube, and bring them forward and enhance them a little - that's what the Gamebryo guys are doing - and that's a fact; I just don't see a big market there to bring this big hulking memory intensive engine over to a much smaller system. I mean, I'm sure some of our licensees, just as a commercial exercise, will probably do it. I know one of our licensee who's giving it a shot; it's their own port, in the same way Ubisoft brought Unreal Engine 2 to the Wii - I mean Splinter Cell and Red Steel - Unreal Engine 2, and there's a few others... but it's just, we won't don't do it ourselves. Look, there's so many things we can do and are already doing, to improve our engine, on the platforms we're aiming it at, that going back and working on that [for Wii] just doesn't make sense. Unreal Engine 3 is a better engine today than it was a year ago when Gears of War shipped. So Unreal Tournament 3 for example pushes the PlayStation 3 harder than Gears of War did on Xbox 360. So the engine is getting optimised and we're improving it all the time; there's too much low hanging fruit that we already have on the engine side, and new improvements and things we can do to try and make an engine for the Wii - it wouldn't be smart business for us.