Parece ser que no tendremos cutre port. Creo que es de los poquitos que tienen como base a PS3.
Sega Rally Revo, an arcade-styled off-road racer, showed off the PS3's graphical chops admirably. Like Sega's own Virtua Fighter 5, Revo runs at a native resolution of 720p on both the PS3 and Xbox 360 (only the PS3 version was shown).
But in order to flex the rendering power of the new-gen consoles, Sega's developers decided to limit the game's framerate to a solid 30 frames per second, freeing up extra horsepower for slick visual effects like real-time reflections (both on cars and wet roads) and high levels of anti-aliasing (the PS3 version had no visible "jaggies"...and believe us, we looked for them).
Interestingly, Revo's dev team is comprised of former developers from Rockstar North (Grand Theft Auto 3) and Codemasters, two developers with a long history of racing games. The experience showed: Revo is one of the slickest racers we've seen yet. Beyond its high-res textures and intricately modeled cars (brake pads are visible), Revo has another key trick up its sleeve: a feature Sega is calling "geo deformation."
Like the well-received Motorstorm, Revo's cars leave ruts and grooves in the racetrack. Sega claims that, unlike Motorstorm, Revo's ruts are actually modeled using polygons and geometry. This means that your car will respond more accurately to puddles, cracked macadam, and other deformed terrain. Judging by our brief hands-on playthrough, we'd have to agree: the cars bounced and shook realistically while tearing over broken ground. Sega claims that the track surface is modeled six inches deep, meaning that grooves can run relatively deep.
The final version of Sega Rally Revo is expected to include 30-35 cars (most of which are licensed) and 24 tracks that spread across six environment themes (alpine, tropical, and desert for examples).
Sega Rally Revo is expected out between late September and mid-October. It will be available for the PS3, Xbox 360, PC, and PSP