17 November 2025
Let’s be brutally honest here—before you’ve even hit “New Game” or skipped through a painfully long cutscene, what’s already playing with your emotions? Yup, it’s the music. That sweet, dramatic, or downright chaotic tune that hits you right as you boot up the game. Like a DJ at a party who knows exactly when to drop your favorite track, video game music knows how to set the stage, stir up emotion, and yank you right into its world—sometimes before you’ve even pressed a single button.
So grab your headphones or crank up those speakers, because we’re diving deep into how music sets the tone before you even start playing. Get ready for a sonic rollercoaster that’s about to blow your mind… and your eardrums—in the best way possible.
Let’s talk examples, shall we?
- Halo’s Gregorian chanting: Mysterious. Epic. Makes you feel like you’re about to enter a sci-fi cathedral of war.
- The Legend of Zelda’s soft, adventurous orchestration: Whispers, “Grab your sword, we’re off on a magical quest.”
- DOOM (2016)’s metal-heavy hellspawn intro: Screams, “You’re here to rip and tear. Let’s gooo!”
Music is the game’s way of flipping on the mood lighting before the party starts. It teases the drama or chaos that’s coming and gets your adrenaline or curiosity all warmed up.
Before you even know what's coming, your brain’s like, “Hey, this music is eerie AF... should I be worried?” or “Okay, this bop is hype... are we about to win something?”
Music taps into the limbic system—yep, the part that handles emotion. So when an RPG gives you sweeping orchestras, it's basically whispering to your brain, “Feel grand! Feel emotional! You're the chosen one!”
And when a horror game layers slow, ambient tones with distorted echoey noises, yeah... your brain’s already sweating bullets. Before you’ve encountered one rotten zombie, you’re already on edge. That’s some powerful psychological voodoo right there, all courtesy of sound.
These games want you amped before round one even loads. Think: God of War, Devil May Cry, or pretty much any shooter.
The music screams, “Danger’s coming, so strap in and get ready to wreak havoc!”
Yup, horror games love to mess with your head before the terror even begins. Resident Evil, Silent Hill, or the indie darling Inside use music to signal unease. You’re not just playing a game; you’re walking into your worst nightmare—and you’re paying for the privilege.
Games like Final Fantasy, The Witcher, or Dragon Age use music to pre-frame massive quests and emotional storytelling. You're not just about to play; you're about to embark on an odyssey.
Games like Celeste or Hollow Knight don’t hit you with AAA production. Instead, they go for feels. Their music says, “Hey, this is gonna be personal, emotional, and maybe existential.” So grab a box of tissues.
It’s a subtle way for the game to whisper what kind of experience you’re signing up for. A slow, melancholic tune? Get ready for tragedy. A triumphant overture? Expect heroic moments. A pulsing EDM track? Buckle up for fast-paced, chaotic fun.
Music guides your expectations. It tells you how to feel before the story even kicks off. And that’s a storytelling trick that’s as old as theater but feels fresh every time you boot up a new title.
Let’s face it—some characters enter with such iconic music, you already know their vibe before they even speak. Their intro music is their calling card.
Think:
- Sephiroth’s “One Winged Angel” from Final Fantasy VII... dramatic, terrifying, unforgettable.
- Sans’ “Megalovania” from Undertale... chaotic, defiant, full-on meme-worthy.
- Trevor’s theme from GTA V... gritty, unsettling, and explosively unpredictable.
When a character gets a theme, the game is doing more than just flexing its soundtrack. It’s setting emotional expectations. You already know they’re dangerous, noble, ridiculous, or tragic. You feel it in those first few notes.
Yep—music.
Even the earliest in-game moments are designed with curated soundscapes. Why? Because devs want you invested from minute one. The music during tutorials is often hopeful, chill, or lightly dramatic—not overwhelming, but enough to keep your senses tingling.
Games like Ori and the Blind Forest don't just teach you controls—they pull at your heartstrings while doing it. And don't even get me started on Journey. That game turns a sand dune into a symphony.
Let’s name-drop a few hall-of-famers:
- Skyrim’s “Dragonborn” theme. If you didn’t yell "Fus Ro Dah!" at least once, you’re not human.
- Red Dead Redemption II’s “Unshaken”. Emotional damage in musical form.
- Persona 5’s jazz-funk score. Cool, rebellious, dangerously addictive.
- Minecraft’s ambient pieces by C418. Peaceful, nostalgic, unexpectedly gut-wrenching.
These soundtracks prove one thing: music isn’t just background noise. It's a co-pilot driving every ounce of immersion.
Early games had static soundtracks—same tune, on loop, no matter what you’re doing. Catchy? Yes. Dynamic? Nah.
But now? We’ve got adaptive music, baby. Music that changes based on what’s happening. It reacts to your actions, your location, and even your decisions.
- Sneaking around? The music gets quiet and tense.
- Enemies up ahead? Boom—intensity kicks in.
- Boss battle? Cue the full orchestral power with layered choirs screaming in Latin.
Games like The Last of Us Part II, Doom Eternal, or Ghost of Tsushima use adaptive music like a freakin’ mood ring. And guess what—it starts before you even jump into the action. The opening tune already starts that rollercoaster.
Composers work hand-in-hand with designers to make sure that music nails the mood, echoes the themes, and supports storytelling.
It’s not accidental that a game’s music hits just right—it’s alchemy. And the best devs? They’re straight-up wizards.
It sets the emotional stage. It primes your brain. It builds hype, tension, nostalgia, or fear. Before you even play, the game is already playing you—with music.
So the next time you boot up a new title and that first note hits? Sit for a second. Listen. Absorb. Because you’re not just hearing sound—you’re stepping into a new world.
And sometimes, that world is defined not by what you see first... but by what you hear.
all images in this post were generated using AI tools
Category:
Game SoundtracksAuthor:
Audrey McGhee