Yeah, well, what about the fact that VCR runs at 60FPS?
Japanese developers generally have a poor track record when it comes to updating 30FPS games to 60FPS (60FPS games becoming 30FPS ports is a much more common occurrence) even when it's more than viable. And given the presumed amount of time the PC port was in development, I'd have to venture a guess that a lot of that time was overhauling the engine for variable framerates.
There's no way that they did this port from complete scratch without ever borrowing from the PC port's efforts. Sega has made some very questionable decisions before, but even I would hold them above deciding to go the masochistic road of porting something from Cell rather than X86. As far as I'm aware, this was the only PS3 game a lot of the dev team ever worked on before moving on to PSP/DS/3DS projects instead, so it can't be a matter of being experienced with Cell.
They mention in the interview that they toughed out all of the bugs that occurred from 30 to 60fps, that they had to toss out PS3 sound middleware because PS4's is totally different, that the original parameter adjuster they used for dev became useless (think adjustments to make your character turn into god mode or have 1000 bullets), and there's a clear sentence of "placing the PS3 version on the PS4 for the first time to see what would happen".
Now how much work that actually was, or if it was done externally, justifiable by cost, or if they're just lying through their teeth to save face, I have no idea. Perhaps Sony has some porting middleware available that makes it easier to shift from PS3 to PS4 than PC to PS4, just like when Sony introduced software technology to make it easy for developers to make PS3/Vita dual platform games.
So if Sega is crazy... maybe. Haha. But they are explicit it was PS3. I don't have any other proof other than what they say. While I'm accustomed to game developers lying and being deceptive, I don't see a reason for them to lie with such enthusiasm on this particular subject. lol