I don't necessarily see a problem here. Epic is saying this about themselves. So Epic has Gears of War which is their big thing. They're not bringing it to the PC so what does it matter? As a game developer they really haven't done much lately.
The choice is still entirely up to the developer. It's a simple change in the PlayerController class. I guarantee you 100% of the games using UE3/UDK will edit, modify, rewrite, or extend the PlayerController class. This is where everything to do with the camera, player movement, etc. is set.
This is bad news for games in the future because the UDK is so prevalent in the industry as the go-to licensed engine. Thankfully the engine can be modified to the developer's liking, but probably at a higher cost. Even then it is exceptionally difficult to find an Unreal engine game that have proper aspect correction.
There is no change in cost. You can change the behavior of this
easily in UDK. There is nothing in the license agreement that says you cannot modify it or they will charge you extra.
For the full UE3 license, you not only get access to everything included with UDK (where you can already change the behavior), but you also get access to the full engine source code and editor source. You can change the behavior in any way you see fit then.
Going back to my first paragraph, it really isn't Bioware's fault for the game lacking proper aspect correction. I guess Epic is the second publisher/developer to go onto my boycott list next to Activision. It's not like they have put out anything good in the last seven years anyway.
Wrong. This was BioWare's decision. They could have easily changed the behavior and made it work on surround. This was likely a decision by the publisher not to put the extra cost into supporting Surround, as it would have created more work for the artists, QA team, etc. and likely delayed the release.
Just a quick question for anyone else using the UDK, is there any easy way to set your game to Hor+ without using any stupid UnrealScript hacks, like a setting in the level editor or somthing.
UnrealScript
hacks? You do realize those are not hacks. That's where everything about the game happens. Using Kismet is more of a hacky/easy way to do it (which I don't think you can do it via Kismet, but then again why would you?).
Modifying that behavior is very easy in UnrealScript. Just look at PlayerController.uc.