Don't believe everything you hear. First off, 100% realtime shadows=false, the HDR is pretty much the same type as MS1/2/3, UC1/2 Heavenly sword, IBL have been done on the PS2 if i'm not mistaken, capturing surrounding area's image then placing it on a poly, and the verdict is still out on GI. C2 also doesn't incorporate POM either, which KZ3 uses in abundence. Particle do not interact with geometry nor does it interact with any wind systems. Materials GG chosen are strictly design decisions, and as for hard body physics they are not calculated as accurate as in none of the Killzones and the Killzones has more in any given environment. The A.I. statement is also completely wrong, the A.I. presented in KZ2/3 are completely dynamic and is well documented, some of the best in gaming. Ask yourself this, where are the deforming meshes, fluid based particle systems, volumetric clouds, and the per bullet hit detection? Unless there is writen docs on how it was done then it didn't happen in my eyes. And lastly, C2 uses a shader based motion blur for objects and screen. Killzone uses a per pixel based motion blur as did C1. the former is alot taxing on the hardware. All and all they use the system in different ways.