Live casino games often use sound to signal pace and reward, while games such as Grand Theft Auto, Tony Hawk’s Pro Skater and FIFA have used well-known tracks to create a stronger sense of place. In those games, the music is not simply playing in the background. It becomes part of the memory of playing.
“Superman” and the feeling of Tony Hawk’s Pro Skater
Few song-and-game pairings are as closely linked as Goldfinger’s “Superman” and the original Tony Hawk’s Pro Skater. The track had already been released before the game arrived in 1999, but its place on the soundtrack gave it a much wider audience among players.
The relationship worked because the song matched the game’s rhythm. Tony Hawk’s Pro Skater was built around short runs, fast restarts and the urge to squeeze one more trick into the final seconds. “Superman” did not need to explain skating culture or tell players how to approach a level. Its pace and energy did that work naturally.
For many people, the song now brings back the sound of a board hitting ramps, the countdown clock and the panic of missing a final grind. It is a good example of how a song can become tied to an activity rather than simply a period in time.
The rest of the soundtrack mattered too. Tracks by Bad Religion, Dead Kennedys, Suicidal Tendencies and Primus helped give the game a clear identity. It did not feel like a collection of random songs chosen to appeal to the broadest possible audience. It sounded like a game that knew exactly what it wanted to be.
Grand Theft Auto turned car radios into personal playlists
Grand Theft Auto changed the way many players thought about music in open-world games. Instead of relying only on a single soundtrack, the series placed songs inside radio stations. Players could switch between genres as they drove, heard presenters interrupt tracks with adverts and gradually formed favourites from stations they might initially have ignored.
Vice City made the approach especially memorable. Its 1980s setting gave the developers a ready-made musical language, and songs such as Michael Jackson’s “Billie Jean”, A Flock of Seagulls’ “I Ran” and Hall & Oates’ “Out of Touch” helped make the city feel distinct from earlier games in the series.
The important part was choice. A player could drive across Vice City while listening to pop, rock, new wave or talk radio, and each option slightly changed the mood of the same journey. The game did not force one song over every mission. It allowed players to find their own soundtrack within its world.
San Andreas expanded the idea further by covering several musical scenes across the early 1990s. Radio stations helped separate areas of the map and gave the game a stronger sense of time. A song heard while driving through Los Santos could feel different from the same song heard later in the countryside or on the way to Las Venturas.
That is why Grand Theft Auto radio stations have become so recognisable. They were not just playlists with cars around them. They were part of how players occupied the world.
FIFA introduced players to songs they did not know they needed
Football games use music differently. The biggest moments in a match have their own crowd noise and commentary, but menu music has a special job. It needs to survive repeated listening, often while a player is changing a squad, opening packs, editing a team or deciding which mode to play next.
The FIFA series became especially good at finding songs that could handle that repetition. Many players first heard artists such as MGMT, The Strokes, Kasabian, Avicii, Glass Animals and Imagine Dragons through the game’s menus rather than through radio or television.
EA marked 25 years of FIFA soundtracks by highlighting that more than 330 million user playlists on Spotify included at least one track from the series. It also listed Glass Animals’ “Heat Waves”, Avicii’s “The Nights” and Imagine Dragons’ “On Top of the World” among the most listened-to FIFA songs.
That reach came from a simple but effective approach. FIFA soundtracks rarely relied only on already-established hits. They mixed familiar artists with newer names, then gave players enough time with the songs for them to stick.
A track might initially feel like background music. After dozens of matches, it becomes attached to an entire football season, a particular Ultimate Team or the people who used to gather around the same console. The song is then remembered through the game, not just through its original release.
Guardians of the Galaxy made music part of the story
Marvel’s Guardians of the Galaxy took a more direct route. Music was built into its characters and its humour, rather than added only to create atmosphere. The game used 30 licensed tracks from artists including Mötley Crüe, Bonnie Tyler, Billy Idol, Pat Benatar, Def Leppard and Blondie. Marvel
Those songs suited a game centred on a group of characters with strong and often clashing personalities. The soundtrack could make a chaotic battle feel bigger, but it also gave the player another way into Peter Quill’s perspective. His attachment to old music was part of who he was, not just an excuse to include famous songs.
The game also created a fictional Star-Lord band and released a full album of original tracks. That decision mattered because it allowed the game to build its own musical identity alongside the licensed material. It did not depend entirely on nostalgia.
A famous song can be useful because players recognise it immediately. An original song can be just as effective when it feels like it belongs nowhere else but that game. Guardians of the Galaxy used both approaches without letting either one overwhelm the story.
Why the right song lasts longer than a cutscene
Licensed music can date a game quickly if it feels chosen only because an artist is popular at the time. The best placements avoid that problem because the song fits the game’s mood, pace and point of view.
Tony Hawk’s Pro Skater made punk and ska feel inseparable from chasing another high score. Grand Theft Auto used radio songs to make virtual cities feel lived in. FIFA built a bridge between football fans and artists they might never have found otherwise. Guardians of the Galaxy used familiar tracks to make its characters feel more personal.
That is why these songs still matter. Players do not remember them only as tracks from a soundtrack. They remember the exact moment the music met the game.