If anything you could create a pretty interesting art style with hyper-realistic backgrounds and cel-shaded characters, or similar. Even as a replacement for pre-rendered background scenery or out-of-level elements it would be useful.
And (thinking of the Game of Thrones titles story) whatever mojo they've got must surely be able to be applied to other industries, eg. CGI - if Weta or Pixar could improve the poly count of their static backdrops without just buying more rendering farms, that's gotta count for something.
Their claims of being 100,000 times better than current technology is also "frustrating", as it is repeatedly mentioned as if you've for some strange reason forgot it in the last 30 seconds. It is also a lie if they cannot use this in a game: I would suspect it's not impossible to increase the level of polygons to 10-100 times the amount - if not even more - if there's no animations or dynamic light sources around.
Each light has a shadow map (which can be thought of as "the depth of the scene, from the point of view of the light").
During the final rasterization pass, the shadow map is sampled. If the sampled depth is less than or equal to the current fragment's depth, then the fragment is in light; otherwise it's in shadow.
So, nothing has fundamentally changed here. When a particle (voxel) is rasterized, it outputs a depth, just like a triangle outputs a depth.
tl;dr: Dynamic shadows work fine.
So... where were they in the video?
There's a difference between "some voxel engines can have dynamic lighting" and "dynamic lighting works with this particular engine".
It's not like this is some obscure or useless feature that nobody has ever heard of. In fact for all the "detail" one can't help but notice the number of other things missing from the video.
I meant to imply that Euclideon are lazy and haven't implemented dynamic shadows yet.
There's no fundamental reason why dynamic shadows wouldn't work in voxel engines. But whether you believe me or not is of course up to you.
[0] not to be taken literally
Granted, both of these features are somewhat hacked into the static BSP level structure, but this only shows that it's "necessary" to have dynamic lighting and moving stuff to offer a good experience.
Sometimes you have to take a step backward before you leap forward.
See his papers page: http://artis.imag.fr/Membres/Cyril.Crassin/
I am curious what methods Euclidean are using, however.