The shadows that A5 uses are pretty simple. They are just flattened transparent and untextured versions of the model that hover about 1 quant above the surface. This type of shadow does not really look good in some situations. Real-time texel shading would fix almost all of these problems, and would allow for multiple shadows relative to static lights. This would be almost exactly like the static shadow mapping, but it is only supported by newer engines. (Unreal Warfare)
Until A5 (or A6) has this sort of support, then dynamic shadows will always be 'fake'