Yeah, you dont need to use GI to spawn a light into the scene when a particle effect triggers. You can have the particle effect trigger semi randomly and still spawn them, the dynamic nature doesnt force you to use a more complex approach.
Kojima takes cinematography seriously, when you make movies you use fake lights to emphasize and control complex natural effects - and a good cinematographer knows how to do it in a way that's invisible and enhances the image. he'd use fake lights and invisible shadow casters over heavy path-tracing tech any day of the week. Not saying there isnt a little GI, but the shot of the ship door opening while the light from outside spills in - I
guarantee that's done with a set of huge scripted lights outside that rotate, gradually increase intensity, and move into position. Then as you walk towards the door, they probably fade off as the environment light gets brighter - making a seamless transition, but one that doesn't require insanely complex bounces and can have the shadow quality dialed in.
I think people often dont realize quite how much of these smoke and mirror tricks are behind games looking 'natural' and realistic. That will never be replaced by tech getting better because real life is path traced and you should see how movies are lit. Modern movies completely relight the entire scene for camera cuts.
I've shared this before, but this section of a bible about how to light is a good read -
https://chrisbrejon.com/cg-cinematography/chapter-6-lighting-principles/#complementing-composition
DS2 is a clear and massive upgrade from the first, I actually think it's a much bigger leap in the environments than it is the interior scenes. The environments in the first were never in line with a linear naughty dog game at its best.