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Particularly in Dishonored 2, there's a very bright spotlight and it becomes *extremely* apparent that you lack a shadow.
I don't think there's a true in-world lack of a shadow, just a game render issue.
That's not the actual viewmodel used though. The viewmodel is indeed just a pair of floating arms.
I know that. I was just pointing out that Corvo does indeed have an ingame model, but that it's not used as the viewmodel.
You know, I was going to say FEAR: Perseus Mandate seemed to have it as well as a more sophistcated first-person body model (aka Feet). I believe this stand-alone DLC was based on the same engine as the first game which was, more or less, almost sixth-gen (Xbox, PS2) graphical quality (though they all released eventually on seventh-gen consoles). But, yeah, I definitely remember moving through halls and stairwells and your shadow shifting around between light sources.
You mentioned mirrors too. Yeah, I can't say I've seen a lot of games that convincingly do effects like that despite mirroring being one of the early advanced graphical tricks in the book. They've been doing it since at least the PS1 era, albeit rather limited. But some of the best mirror effects had to be on the Xbox-version of Splinter Cell: Pandora Tomorrow and Splinter Cell: Chaos Theory. Remember climbing up through the floor hatch of the train in SC:PT and seeing the harsh white light of the interior of the train reflected against the window, but also seeing the dark trees and night-time sky outside through it. Oh, yeah, and, of course, Same Fisher reflected in real-time. ♥ Then again, the Splinter Cell games used to pioneer a lot of graphically-"expensive" details such as cloth physics, normal mapping, ragdoll physics for bodies... I really liked you back then, Ubisoft. What happened?