Huh? This game and the Fallout series were developed for the 360 and PS3 which are multi cored (3 and 7 equivalent).
Calling the PS3's SPEs "CPU cores" is stretching things a bit far. While they're definitely more than stupid number crunchers, many of the things actually done on them is stuff you'd run on the GPU if it hadn't been old on the console's release day in Europe. See page 51 of http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf, for an example. About the only thing among those a sane programmer wouldn't try to have
off the CPU is the scene graph traversal for generating render tasks.
In fact they off loaded a lot of the rendering to the extra cores (shadows)
I don't think this is actually happening. The only http://software.intel.com/en-us/articles/onloaded-shadows-moving-shadow-map-generation-from-the-gpu-to-the-cpu/ to doing this I've seen suggested it'd take an Intel i7 core a significant fraction of a second to generate one low-res image asynchronously, and even if the consoles' PowerPC cores with their tweaked vector instructions beat x86 at arithmetic to some degree, they are not http://uk.geforce.com/hardware/desktop-gpus/geforce-gtx-590/architecture.
As JOG detailed above, plenty of assumptions were likely made in making this game run as it does on the Xbox 360 and PCs, and those assumptions might not stretch far past three cores.