Technical limitations and addressing a younger market often make this the case. You can't have massive levels and draw distances, huge textures and open environments on the consoles.
Excluding huge textures, consoles can do all of that.
Yeah, the consoles do great at platformers or party games, but we're not really talking about what is the console's forte, but about the PC games that have been "re-imagined" for the consoles. By making them console friendly, we've lost what made them great on the PC in order to pander to the console market. And it always seems to be the case that the PC version loses out in order to make the console version work. We rarely see the console version raised up with the things that made the PC version great.
If this does happen, there is no reason for it. Perhaps it's ideas still lurking around from 2 generations ago when the average age of a console gamer was much lower than it is now. Still, the potential for PC and console centric designs to produce great games is equal, so it's not always a loss.
It doesn't make the game cheaper to make; they've said themselves that the budget was significantly higher than the first game, it can easily be double that of the previous game. And it certainly doesn't automatically mean they will get higher profits going multiplatform, because of the reasons mentioned previosly in the thread. They are just foolishly short sighted with customer satisfaction and thinking that giving consoles gamers great graphics and easy gameplay and that throwing loads of money at the wall and see what sticks along with marketing/advertising will fix everything. It's often the case that the management of videogeam™ companies is incompetent.
It's likely impossible to seperate the costs of Crysis 2 from Cryengine 3, any evaluations on the success of going multiplatform will have to wait until CE3 goes out of use.