The screenshots look a lot more like Unreal 2 than DOOM3. The shadows are much softer than doom3, and the polygon counts are higher, so they're almost definitely not using stencil shadows... dunno why the terrain shadows are so much harder than character shadows. =/
The aliasing in the 5th screenshot (guys standing around a room with pipes) is absolutely HORRIBLE.
On closer look at the shadows, it seems pretty apparent that character shadows aren't calculated in the precise DOOM3 way. In screenshot 1, the shadows on the wall indicate that the lighting is coming from the direction of the screen, but the people's shadows are directly underneath them. In screenshot 2, the girl standing on the table doesn't cast any shadow at all. In fact, the thingy she's standing on casts a shadow as if the lightsource is coming from her position.
Then, in screenshot 4, it is absolutely clear that the lighting is coming from that bright spot on the wall. The shadows on the table and the cups confirm this, but the one guy who's shadow is visible has it directly underfoot. Judging by this and screenie 1, it seems like it isn't really unified lighting. However, the shadows cast by background objects seems ridiculously hard for a lightmap... they are almost certainly stencil shadows. I can't think of why anyone would go for such a hard look with lightmaps, that just wouldn't make sense.
Most likely, dynamic shadows are calculated for static objects and unrealistic shadows are calculated for dynamic objects. Also, notice how characters have extremely high polygon counts but environments have surprisingly low polycounts. They're probably aiming for the DOOM3-ish look where you can shoot a rocket, and watch the rocket cast shadows on the pipes on the wall, but they don't want to sacrifice character model polycount just for shadows. If true, it would be an interesting hybrid approach. However, I wonder how weird it would look in a room where a swinging light casts swinging shadows on the terrain, but the enemies shadows don't swing around.
By the way, anyone else find the texture quality horrible? They all seem rather bland and low-resolution, and if you look at Screenshot 3, you can clearly see pixel crawling on the line running across his chest. Also, the arch above the doorway in that screenshot shows some individual pixels, and the table in Screenie #5 is bizzarrely blurry, considering that they are definitely using anisotropic filtering. (screenie #7) I hope the game doesn't encounter the Unreal II problem of inconsistent textures - wasting GPU power on a few super high res textures while plastering Quake3-looking textures over other things.