The studio "counter-proposed" to Sony saying if they agreed they commit to a "very heavy redesign" in control scheme, which would be a "large scale effort". Sony "decided not to proceed."
Beamdog wanted to make sure a console version did the game proud and that meant significant investment. In the end the figures couldn't match up for either side.
"We were approached by Sony to bring the game to PSN, so I counter-proposed what I thought it would cost for us to do it right," said Trent Oster, reports . "For me, to make BG:EE a good experience on a console would require a very heavy redesign for the entire control and input scheme."
"We're big fans of Baldur's Gate, so we want the game to be great. Without a large scale effort we just could not make a product we could be proud of and Sony decided not to proceed. I believe they wanted to proceed with a quality product, but we just couldn't make the numbers work."
He already revealed back in April that Baldur's Gate: Enhanced Edition wouldn't land on Xbox Live because of the difficulty in translating the RPG to a controller. Thereleases November 28th, as it missed September.