Well, I had to rent it to try it ;D
They are clearly using shadow maps, and the sample bias is giving the effect of soft edges.
When your playing the game you have a squad of troopers, and each trooper casts a shadow.
It appears that part of the level information contains the location of where shadows will come from. For example, one room may come from the corner, while the hall way connecting the room has it from above. This sometimes looks good, while other times it doesn’t match the levels lighting.
For each trooper they render a small shadow map, and only use this map overtop of the background (i.e. the floors and walls).
So if other animated objects (i.e. bad guys) walk between the trooper and the light source. Then the shadows don’t appear on them. The shadows are also not self-shadowing.
They also gave the shadows on the floors a fall off that blends them into the background. This looks really nice, and helps prevent the shadows from contrasting with the levels lighting.
Still, they get very good frame rate performance, and in the context of a video game people don’t notice the small errors.
Except for one part when the shadows appear on the wall, with the feet of the troopers about 2 feet off the ground. OOPS!
