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Review: GTR2

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Sound

We know about SimBin’s fanatical attention to detail, and the sound samples are of equal quality to the sounds in the original GTR, recorded directly off the real cars, with microphones inside and outside the cars, and conceivably inside the glove compartment as well.

Many racers regard the sounds in SimBin simulations as possibly the best sounds in any sim. I beg to be of a slightly different opinion.

While ”Scacazzo” as used in LFS and netKar still has its failings, I'm personally beginning to prefer that technique over sound samples. Sound samples are too perfect and clean for my tastes. I'd like more distortions and disharmonics. The Ferrari 360 sounds a bit un-sexy and not quite as raw as I'd like it to sound. Above all, the engines never sound really strained.

Owning a set of Creative HS-400 headphones capable of rendering sound mixed in Surround 5.1 reveals that the sound mixing in terms of positional and 3D audio leaves quite a bit of enhancement and sophistication to be desired. As far as I'm aware, GTR2 gives you Surround 2.1 which may be OK for your stereo desktop speakers, but it doesn't quite cut it when listening in your headphones, or if you have equivalent sound equipment on your desk. The sounds just seem a bit flat in 3D space.

We should acknowledge that the ISI-based engine used by the developer probably does not leave room for much more to be done in the sound department.

Tomorrow's Part 3 review on GTR2 will address the driving school, multiplayer and conclusions.

 


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