@LukeAlmighty Light baking is often abandoned in large or very detailed environments because it often fails to get a good result, takes a long time to perform, and has to be done every time you move anything in the scene.
Modern lighting techniques and hardware has made it largely obsolete.
For a good example of this, check out Valheim.
Lights aren't baked, they just don't cast shadows unless you get close to them.
And even then, if you stand next to several, only 1 or 2 will cast a shadow, looks good enough, and very performant.
What happened here is actually much worse than not baking lights.
Everything in the scene appears to be a dynamic, as opposed to a static, shadow caster.
They literally just placed a directional light with dynamic shadows on everything and called it a day.
To make the windows appear brighter, they cranked up the value on the directional light.
That's why when E;R turned off shadows, it turned entire scenes into flashbangs.
Indoor scenes like that shouldn't be illuminated with a directional light at all, they just got lazy, and instead of making some effect on the windows (Pic B), they relied on the lighting system to do the work for them (Pic A).
@coded_artist
Thank you for the detailed analysis. In the case of game like Life is Strange though, each level is taking in a place with 0 physics and only a few dinamic entities. Unless it's an NPC, it's prety much static. That is why I assumed baking shadows to be the preffered technique.