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Like in Saints Row 3 when they play "Hero" for the final mission, or when when in Saints Row 4 they used I Don't Want to Miss a Thing by Aerosmith. There are songs that can easily convey emotional story telling and drive a scene home harder then one without music but the same can be side the other way around as well.
Like for example, Battlefield does not have much music in their games, but when it does, its always the series theme song played at just the right moments. I love how for example in Battlefield 1, in the missions related to the Tanks, if you have your music turned up as you push for the 2nd town, the battlefield theme starts low, but increases in volumn as you near the last town, then plays over the scene as the player has to One V four tanks three times, and then ends when the fighting stops.
Thats good use of music to convey emotion
I disagree that it must come from a good soundtrack. It certainly can, though.
But, what either of us could consider to be a good soundtrack may be so widely different that no game could be truly be considered "good" across a random sample population of gamers. There is a decided lack of taste and discrimination among today's generation regarding "good music." :)
PS: I can even accept music that I don't like, but that is combined very well with good gameplay, being in a game I can consider "good" because it does that melding of media very well. I don't know that I would like all of the music in "Crypt of the Necrodancer," but I acknowledge the mastery evident in the game that was created.
Just a distraction. Even in games with music cues I could normally tell a change before it changed the music anyway just by observation of behavior.
One game that stood out to me was Rebel Galaxy since you could easily add your own music to play in certain situations like "space" or "battle" or "warp" etc kind of thing. So your music tracks would come up in those situations and you could easily change them if they got stale.