Also what can also be done is create deeper shadowing. When a flare is shot directly behind an object, for some odd reason you can still see all detail of the object. They should change this. They should make it so when a harsh light is anywhere close to the object, the object gives off a harsh silohouette. Now a new addition to the game's engine could be light reflection.
Some metallic walls can reflect a small diffuse amount of lighting.
Thus if there is a silohouette lighting on a figure in a narrow hallway, there will be a small amount of diffused lighting lighting the front of the object or sides. Although I hear that thats a toughy to do with our limited processing power. But it would be vital in establishing realism. The lighting on this figure is great. Ambient or sunlight emits a bluish tint.