I'm not here to argue with trolls, not here to bash nor defend DICE. Just here to bring something sensible to the 'discussion,' if it can even be called that.
If they are talking about testing their FB2 engine(not even 3, but 2?) on Wii U, then I wonder how mature the system's software tools were at that time.
Criterion mentioned
two main reasons why Need For Speed: MWU ran even better than PS360 versions, with PC textures and improved (night) lighting to boot.
One reason was: According to them, they didn't just take a look a the specs, did a premature analysis and walked away, but they tried to understand why the processors were weak/strong in certain areas
and why, and then took advantage of the strengths.
The second - and most important to this discussion - was this:
The hardware was always there, it was always capable. Nintendo gave us a lot of support - support which helps people who are doing cross-platform development actually get the GPU running to the kind of rate we've got it at now. We benefited by not quite being there for launch - we got a lot of that support that wasn't there at day one... the tools, everything."
[Wii U] is a good piece of hardware, it punches above its weight. For the power consumption it delivers in terms of raw wattage it's pretty incredible. Getting to that though, actually being able to use the tools from Nintendo to leverage that, was easily the hardest part.
Tools came up as one of the biggest reasons why NFS:MWU turned out as well as it did. I don't know to what extent DICE tested their engine on Wii U, but based on Criterion's comments, it's very UNLIKELY that
proper tools were available at the time of testing. Also, whether or not DICE took Criterion's approach to Wii U's architecture (looking at what the processors are fast/slow at, and why) is anyone's guess, but they definitely couldn't have exploit the hardware's strength without the proper tools.
Anyway, it is what it is.
Carry on...