It's weird how they still can't get npcs to have believable facial expressions like VTMB did 15 years ago, the few npcs I saw in this game looked so wooden and generic they gave me Bethesda vibes.
Valve created the best facial animation tool ever because facial animations were really important for the kinds of cinematic shooters they wanted to make. Everyone else just uses FaceFX middleware, which gets the job done, but a ton of not-worth-it-usually additional effort has to be made to get them on par (e.g. the difference between Deus Ex Human Revolution's usual dialogues and the extra special dialogue battles).
It's not that they're less important to other devs. What really set Faceposer and Valve's animations apart was how they used the
Facial Action Coding System (also used by Pixar and other major animation studios). Paul Ekman explains the system here:
Valve standardized animations to be used across FACS-compliant models, while unique animations and expressions were developed for specific scenes. The process itself is very common, but it seems no other developer has used FACS. I don't believe it's because it's less important to them, usually there's either no incentive or a lack of resources. AAA projects resort to motion capture and then adjust the animations accordingly, which can lead to even better results:
Mid-sized independent studios are almost extinct, and smaller ones can't afford any of that. It'd be great for everyone if Valve released Source 2 with Hammer 2, Faceposer 2, and so on, but RIP Valve.