After attending the ALMS race at Laguna Seca last weekend, and hearing the C6.Rs thundering past at full throttle, one of the impressions I got was how very far games still have to go in terms of conveying the sheer sonic intensity of a racecar with the hammer down. Don't even get me started on how much the trackside atmosphere is lacking.
A slight aside, but "thundering" really doesn't do the sound of the Corvettes justice. It's a fucking seismic event when those things streak past you. You feel it in your chest, and in the ground beneath your feet. It's nothing less than a relentless, skull-shattering, bowel-loosening aural assault. It's easy to see why the 'Vettes win everything-- they shout everyone else into submission.
I have to stifle a bit of a laugh when people label NFS or even Forza's audio as "over the top," although the former does give street cars unnecessary dog 'box whine among other "enhancements." The racecar cockpits in Shift 2 are positively alive with sound and clatter-- Forza and, especially, a certain other console racing game, are both muted and synthetic in comparison. I know why this is the case, for reasons Seanspeed and G Rom have already mentioned, but if there's one thing I dislike about these games' "all things to all people" approach to car rosters, it's how the supercar and racecar experience gets somewhat diluted when the resources have to be spread so broadly.
I guess it's just a necessary evil of the Forza car-collecting experience, but it makes me appreciate games like Shift and even PGR, that offer a more focused experience, that much more.