I think that statements that whether PD care or not, or that they are just not competent is just speculation and opinion.
I also think that the statements that sounds are nowhere as good as other games (shift 2, F1's, dirt) is just fact.
I'm not a game developer and have really no idea how games are actually made and programmed or whatever, so excuse my ignorance....what exactly is a 'placeholder' with regard to the sounds?
I'm thinking that a placeholder is just a sample sound that is added to the visuals like a special effect in a movie?
If the above is correct, how come they don't use the sound from a real car to dub over the video/game?
In fact, why don't they just do that for the game itself? Why aren't they recording the sounds from all the real car counterparts that are in the game and using them for the sounds?
It seems simple to me (someone who has no idea how sounds are added or made) that would be the best way to put the sounds in the game.
Or is it not how it's done? Do they have to generate the sounds artificially by writing them as code or something?
I just don't understand why it seems so hard, I would have thought in this day and age, something like adding a realistic sound to a video game (car engine, rifle shot, explosion, dog barking, woman screaming, man farting) would be easy!
Like I say I know nothing of creating sounds in a game, maybe I'm underestimating the process....
Anyway, with the news that pCars is not coming to PS3, a little piece of me died. I'm trying to stay optimistic and I hope PD have made that 'breakthrough', I'm hoping a lot of things for GT6, lets wait and see....