He posted a picture of the agreement and it seems that he has fulfilled the agreement:
About the problem with the shadows, was clearly visible in every footage before the review. It's visible not only in replays. The same problem happens in gameplay. I naively thought that you would not dare to launch the game with that problem, it was too evident how much it ruins the graphics. I guess I was wrong.
I'm thinking about some possible workarounds to the problem. Maybe, for replay cameras without too much movement you can decouple the camera position from the point where the shadows are calculated. I mean, decoupling the two points, you could move to the distance and see the low res far away shadow map ring and is not redrawn. This way you will avoid flickering.
Another workaround could be to "stamp" the last shadow map as static over the geometry. Usually replay shots don't last long enough to show dynamic changes in time of day. I mean, if every shot/short traveling had a static representation of the geometry shadow map, you will avoid those problems too.