Honestly this comment shows how little you know about sound design. Much as I criticise Frontier for their foibles, audiovisual design is not one of them. They are seriously some of the best in the entire business, especially when it comes to sound design and the dynamics that come with implementing that I to a video game.
If you're going to implement a sound into a game like RCT, you implement a mono sound into the engine then move it to the left or right of the mix depending on where the "camera" is. Not so with a fully 3d environment. You have to create binaural sounds that interact with the game camera in such a way that they realistically move around and appear to be behind or in front of you as you move the camera around. Not only that, but this isn't 1993 and we aren't using 16 bit MIDI sounds anymore. This is the 21st century, and FD are using high-quality, low-compression audio files that are meant to sound authentic. Those kinds of things are bloody hard to integrate into any kind of sound mix, and since the white noise of multiple human screams are very rangy sounds, they'd have to either bring them right to the front of the mix so that's all you could hear and would be incredibly irritating after about 5 seconds, or send them so far back there would be no point in integrating them.
TLDR; Basically Frontier are some of the best sound designers in the business, and you have no idea what you're talking about.