Sort of; the PS2/Wii/PSP game was the last-gen version planned of the same project, made by an external studio. So same general story, sort of the same gameplay (ala PS2/Wii/PSP version of Force Unleashed from the same time period,) but obviously with different tech and its own take on the gameplay mechanics.
If Force Unleashed is anything to go by, you might actually have lucked out getting Staff of Kings as a past-gen game instead of having to play the next-gen game, because while the tech was amazing in the LucasArts PS3/360 game, Krome Studios made the game that played better on Wii/PS2/PSP.
Incidentally, you can also play Star Wars Battlefront 3, so long as you can settle for the PSP version: Elite Squadron.
You might be right, but are you sure you're not talking about the Digital Molecular Matter tech? Euphoria was used in GTA and Red Dead, although not much else that I know of. DMM is used in films all the time, but I don't know of any major credits for it in games.
Euphoria was the character-based animation technology where a character would be aware of itself falling or being hit and would act like a human rather than a ragdoll; DMM was the system of assigning physical properties to objects so they would break according to their makeup; glass would shatter, wood would splinter, and metal would dent and bow. (DMM would have been the tech used on doors, not Euphoria.)
And BTW, NaturalMotion was the maker of the Euphoria, and also the maker of the Backbreaker football game; it was sort of their attempt to create like a Epic Games/Unreal Engine relationship where internal development helped shape the middleware technology, though obviously that was sacked early on.