Mark Rubin: In a way. I don't know if I can point to one particular cause. Early on, we didn't know where exactly the resolution of anything would fall because we didn't have hardware or the software to support it. We tried to focus in on 1080p, and if we felt like we were on borderline of performance somewhere... We tried to make the best decision for each platform that gives you the best-looking game we could get and maintains that 60 frames a second. There's no specific, oh, well, the VO chat on Xbox took up so much resources that we couldn't do 1080p native. There's no definitive one to one per se cause and effect. It's just an overall thing. We took each system individually and said, 'okay, let's make the best game for each system.' I think both look great. Some people might notice if they had them right next to each other. Some people might not. The Xbox One is 1080p output, it's just upscaled hardware wise. It was a late decision, too. That call wasn't made until a month ago.