If you take a look at the second video you can see the seaming of the approximate geometry pretty clearly. And if you play the game, or spend some significant time watching the first longplay, you'll run into some rooms that take advantage of the occlusion provided by the approximate geometry that I'm pretty sure would be impossible via cubemap alone.
What AITD New Nightmare did with dynamic lighting on the playstation is still impressive as ever but I'm more interested in a dynamic camera in this case.
What AITD New Nightmare did with dynamic lighting on the playstation is still impressive as ever but I'm more interested in a dynamic camera in this case.