What sort of 'work around' were you thinking of? You do realise the differences in visibility constraints if you are doing volumetric shadows, don't you? You do realise how much more work it would be for Valve to implement 3 different lighting models, don't you?
The landscape seems to be a traditional BSP tree, world brushes self-shadowing with pre-calculated lightmaps. I have yet to see a character model with anything other than a standard diffuse map on it. The detail objects (like grass) are sprites, not meshes.
Do you want some more?
Half-Life 1 sold millions of copies because it ran on any old machine (software mode, anyone?)
Why would Valve change this philosophy for the sequel?
THE SHADOWS ARE LOW TECH SO THE GAME WILL RUN ON A LARGE VARIETY OF CARDS.
Do you wanna quickly run through the turnaround times on some of VUG's recent releases, mr expert?
You honestly telling me no game EVER has had a gold to release time of over a month?
1. The game isn't gold yet
2. It's September
3. There needs to be a massive amount of duplication done for a game this huge.
4. That will take at least a month (including shipping)
5. The very earliest the game will hit retail is mid October
Yeah? - and who's to say that won't happen while you are half way through the game just after it came out?
FFS, if you don't want it spoiled, don't look.