In that gameplay segment I linked to though, a dynamic, moveable light (the flashlight) is reflecting indirect light on to the other walls. My knowledge of the subject is very limited, but I don't think this is doable with probes or irradiance volumes. In the Far Cry 3 case, the PC spec secondary lights, i.e not sun/moon, that bounce light are stationary. The flashlight, though, is moveable.
Can you take a print screen of whatever moment in the scene you saw bouced light and highlight it for us, because I've tried to spot any evidence of bounced light but couldn't find any. But I could be missing something.
By the way, just like static baked lightmaps, enlighten can be done on a per texel or per vertex fashion, with the expected differences in result. LoU though, seems to be using texture based lightmaps instead of the vertex one of the Uncarted games, as they show higher frequency detail and indirect shadows with well defined silhouettes from static geometry (though that could maybe be coming from the same tech that produces the real time soft shadows of characters we've spoted on the gameplay segments which we still don't know how they work)
Regardless, we can expect some interesting tech to be driving the GI of this game, be that on the offline side or real time, as the developers already stated in interviews that was a big focus of reserch for the graphics team on this project because the art style and the electricity free enviroments required better radiosity to still look good and interesting.