I don't mind explaining how these things work, Rob. Education is never a bad thing. 
First off, you keep using the word synthesis and synthesizer, and that's not appropriate here. Synthesis implies that a musical sound is being generated from algorithms and has no live element involved, and that is not the case here. Likewise, a synthesizer is a keyboard instrument that creates sounds based off algorithms. Sounds are generated, not played back from a recording. I do not own a synthesizer, I use a MIDI keyboard which just sends MIDI signals to my Mac which then plays whatever sampled sound is active at the time.
In short:
synth instrument = algorithmic, generated
sample instrument = a live instrument, recorded performing every note in the scale as well as other articulations (trills, rips, etc)
physically modeled instrument = a sample instrument combined with "synth" algorithms to hopefully make it smaller in size and be more "intelligent" - it's like a cyborg
On to the real dirt. When composers don't have access (for whatever reason) to a live orchestra, we use sample libraries. These are libraries meticulously produced by developers that can take thousands of hours to create. For a woodwind library, for example, live players are brought into a recording studio and each instrumentalist is recorded playing every single note in the scale, so that when the composer using these samples hits a key on his/her MIDI keyboard, that exact note is played. People have been doing this for years, though the quality has improved greatly since then. Not only do they record each note, but now many developers also record each *interval* possible to record the nuances in between notes. So yes, crazy as that sounds, they record a clarinet playing C4 to C#4, C4 to D4, C4 to D#4, and down the scale as well. This definitely adds to the level of realism. This is a sampled clarinet:
http://samhulick.com/misc/smp_clarinet.mp3[url]http://samhulick.com/misc/smp_clarinet.mp3[/URL]
Even expression levels (p, mf, f) are sampled and I can cross-fade smoothly between those with the modulation wheel. So the first, softer clarinet passage isn't just a lower volume, it's actually entirely different samples. You can even hear the player's breath through the clarinet in the very last note at the end. And these are intelligent samples, so you won't hear that breath every single time that note is played.
And here's a full string section (strings only):
http://samhulick.com/misc/smp_fullstrings.mp3[url]http://samhulick.com/misc/smp_fullstrings.mp3[/URL]
Bottom line: I don't think samples will ever replace live players, it's just the reality of the situation. But I think for someone to say that these samples sound like crap is a pretty big stretch! Sometimes there are quirks about them that I don't like that I try to cover up by tweaking MIDI events. They're not perfect, but I personally think they sound pretty amazing. If I didn't think so, I wouldn't be using them.
Again, this is all just purely for educational purposes. I make no apologies nor excuses and I stand by the quality of my work as well as the tools I use in my trade. The final soundtrack is what it is, folks, nobody's forcing you to listen to it. If I like it, and Tripwire loves it, and most of the gamers enjoy listening to it (either in-game or outside the game), then my job is done.
PS: Don't get your hopes up as far as the mixing/mastering process. It won't turn samples into live instruments. It'll just clean up the mix and add a little polish.
First off, you keep using the word synthesis and synthesizer, and that's not appropriate here. Synthesis implies that a musical sound is being generated from algorithms and has no live element involved, and that is not the case here. Likewise, a synthesizer is a keyboard instrument that creates sounds based off algorithms. Sounds are generated, not played back from a recording. I do not own a synthesizer, I use a MIDI keyboard which just sends MIDI signals to my Mac which then plays whatever sampled sound is active at the time.
In short:
synth instrument = algorithmic, generated
sample instrument = a live instrument, recorded performing every note in the scale as well as other articulations (trills, rips, etc)
physically modeled instrument = a sample instrument combined with "synth" algorithms to hopefully make it smaller in size and be more "intelligent" - it's like a cyborg
On to the real dirt. When composers don't have access (for whatever reason) to a live orchestra, we use sample libraries. These are libraries meticulously produced by developers that can take thousands of hours to create. For a woodwind library, for example, live players are brought into a recording studio and each instrumentalist is recorded playing every single note in the scale, so that when the composer using these samples hits a key on his/her MIDI keyboard, that exact note is played. People have been doing this for years, though the quality has improved greatly since then. Not only do they record each note, but now many developers also record each *interval* possible to record the nuances in between notes. So yes, crazy as that sounds, they record a clarinet playing C4 to C#4, C4 to D4, C4 to D#4, and down the scale as well. This definitely adds to the level of realism. This is a sampled clarinet:
http://samhulick.com/misc/smp_clarinet.mp3[url]http://samhulick.com/misc/smp_clarinet.mp3[/URL]
Even expression levels (p, mf, f) are sampled and I can cross-fade smoothly between those with the modulation wheel. So the first, softer clarinet passage isn't just a lower volume, it's actually entirely different samples. You can even hear the player's breath through the clarinet in the very last note at the end. And these are intelligent samples, so you won't hear that breath every single time that note is played.
And here's a full string section (strings only):
http://samhulick.com/misc/smp_fullstrings.mp3[url]http://samhulick.com/misc/smp_fullstrings.mp3[/URL]
Bottom line: I don't think samples will ever replace live players, it's just the reality of the situation. But I think for someone to say that these samples sound like crap is a pretty big stretch! Sometimes there are quirks about them that I don't like that I try to cover up by tweaking MIDI events. They're not perfect, but I personally think they sound pretty amazing. If I didn't think so, I wouldn't be using them.
Again, this is all just purely for educational purposes. I make no apologies nor excuses and I stand by the quality of my work as well as the tools I use in my trade. The final soundtrack is what it is, folks, nobody's forcing you to listen to it. If I like it, and Tripwire loves it, and most of the gamers enjoy listening to it (either in-game or outside the game), then my job is done.
PS: Don't get your hopes up as far as the mixing/mastering process. It won't turn samples into live instruments. It'll just clean up the mix and add a little polish.