Metroid wasnt really my type of game, each his own........anyway here is some info on the game
+ 11 mission (single player)
+ 4 squad members (single player)
+ each member has different attributes
+ multiple paths on levels
+ 26 Hand held weapons ( knives - rocket launchers)
+ Weapons have secondary functions
+ stationary weapons like turrets in levels
+ 15 enemies (humainoid + mechanical)
+ 2 player co-op (offline)
+ 12 player (team based) (online)
+ several battlefields (on line)
+ headset for team communication (on line)
also has rag doll physics........so no more arms and bodys halfway through a wall lol
"Now here’s a discipline that seems like fun to do… animation. For a character to move about, the model is rigged to a virtual skeleton, and all vertex points (which we call the points where two or more lines of polygons meet) of each limb are connected to each ‘bone’ of this skeleton. These animations are brought into the game and endlessly tweaked to make them look as realistic as possible. We use two different kinds of animation routines in Killzone – calculated and real time. The calculated movements are predetermined by the process described above, but the real timers are just gems of programming genius. We used to have really dramatic animations of dying Helghast falling to their knees, but the problem was that sometimes, the character could end up with some parts of his body in a wall or hill. To counter this, we introduced rag doll physics. This is a process where, as soon as a character dies, a physics engine (emulating gravity, friction and momentum) kicks in and animates the model. Because this system takes things like walls into account, the lifeless body now neatly drapes over railings, slump against a wall or be thrown off its feet by a grenade and land with its limbs lolling around like a (wait for it) ‘rag doll’. That’s it from me: enjoy the game!" from OPS2 magazine