But you absolutely could do Infinity Blade. No one does because it's not worth the effort. (I would argue this was true on iOS too - the games that made money did not look like Infinity Blade).
That recent Marble Madness a like https://news.ycombinator.com/item?id=42212644 was a far better fit for the audience on the web, and is not technically unimpressive, considering how smooth and responsive it is, along with the image quality.
And I don't have the same amount of assets, but in terms of rendering features this is more than Infinity Blade: https://luduxia.com/whichwayround/
I suggest you go and look at youtube videos of Infinity Blade, because that doesn't use physical lighting models or even have real time shadowing of any kind. It is all just big textures covering 90% of the screen.
That is my point: there isn’t a technological barrier. It is a business one.
If you made Infinity Blade and put it on the web today what would you get in return for your efforts? Complaints about how it runs better on newer devices than some six year old low end Android running Firefox, and people trying to hack it to change the assets and repackage it on crazygames.
It is a technology barrier as well, because browsers don't provide the tooling native APIs do.
Starting by providing the mechanisms to actually control the GPU, work around possible driver issues, the lack of debugging tools, no ways to actually fit into the browser sandbox PlayStation 2, XBox 360 and Dreamcast class games, let alone anything more modern.
It is a black box regarding user and developer experience alike.
That recent Marble Madness a like https://news.ycombinator.com/item?id=42212644 was a far better fit for the audience on the web, and is not technically unimpressive, considering how smooth and responsive it is, along with the image quality.
And I don't have the same amount of assets, but in terms of rendering features this is more than Infinity Blade: https://luduxia.com/whichwayround/