All There In The Manual: Video Games

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    A 
  • Ace Combat has details not covered in the game proper, such as the stories of the aces as found in the Assault Records or the full history of the Ulysses asteroid.
  • Action 52 came with a 12-page comic book explaining the origins of the Cheetahmen. The Action 52 manual, however, was quite inaccurate (it appears the game summaries were based on projections rather than the final product). It did offer a mailing form you could fill out to get more complete instructions on each particular game, but they haven't been discovered or even documented on the internet.
  • In The Adventures of Lomax, both the story and Lomax's personality are only described in the manual.
  • American Mc Gees Alice, in the deluxe addition, comes coupled with an illustrated "casebook" of Alice from the insane asylum she's staying in. It gives many details about the causes of particular events in the corrupted Wonderland, as well as giving hints about proper ways to defeat certain enemies and bosses.
  • Most of the plots for the Angry Birds series of games are all covered in their commercials.
  • The Ar tonelico series is blatant about this, between the scarcity of information on world history in-game and the Translation Train Wreck that plagues it. What are the Teru? What is a Will of The Planet, and why do Jacqueli seeks it? Why is Saki so important? Who is this Ciela/Horus? All of these are found in the Ar Ciel=Ar Dor booklet.
  • Assassin's Creed:
    • There are numerous tie-in books and comics that explain backstories of major characters which are only ever hinted at in the games, particularly with Daniel Cross, whose appearance in Assassin's Creed III will be completely confusing unless you've read Assassin's Creed: The Fall and The Chain.
    • Assassin's Creed: Initiates contains most of the information from the books and comics, while providing even further details on the modern day Assassin-Templar conflict with regular surveillance updates.
  • There's tons of this in Asura's Wrath, which can be found in the pre-order art book, such as where the Demi-Gods come from, how they came to be, the time period the gohma started attacking, explaining the origins of Mantra and how it became a power source, and several other things for stuff that is unexplained in the already fleshed out story of the main game.

    B 
  • Almost all of the powerup names in the Backyard Sports series nowadays come from the manuals for the respective games.
  • The Batman: Arkham Series has a series of comic book minis filling in the gap between various games. The comics show events only alluded to in the games, such as how Arkham City came to be constructed in the first place (and how many of the villains were captured), the Bat-Family's exploits between games and Batman's thoughts on the death of the Joker at the end of Arkham City. They also provided origins for a few of the game's original characters.
  • BlazBlue has lots of material (covered in manuals or tie-in books) that's not present in the games, and most plot points won't make sense if you don't do your research. What makes this a particularly egregious example is that most of said material hasn't been released outside of Japan, which means the only way to read it are by fan translations.
  • Breath of Fire IV, and to a lesser extent, Breath of Fire: Dragon Quarter, also have this occurring. In IV in particular, there are certain bits about the game's plot and storyline that only ever were covered in the official artbook; some have been incorporated into the (presently-ongoing) manga adaptation, some haven't. Of course, all of this plus the two phone-game side-stories are not available outside of Japan and China, so we in the BoF fandom tend to be really grateful for Scanlation...
  • Bust A Groove, a little-known rhythm game for the PSX, was a game entirely about having dance battles with people ranging from twelve year olds and disco playboys to a thirty-foot tall robot and twin aliens. The game itself offers absolutely no explanation for these battles, or the characters themselves for that matter. The manual reveals that the characters are battling one another in order to receive their heart's desire using Dance Power. These wishes are vaguely alluded to in each character's ending cinematic, but never stated outright due to ever character being a Silent Protagonist.
    • The sequel has the same problem, though it's compounded by the fact that not even the booklet describes the game's plot, just each character's backstory.

    C 
  • Clive Barker's Undying:
    • The game comes with Jeremiah's journal, where he explains how the Covenants were cursed and how they all met their untimely end. Also, you can find a transcript of some chat with one of the game developers here.
    • According to Word of God, the brotherhood of monks was supposed to guard the different nexi across the world (mentioned by Patrick at the end of the game, when he says there are more gates). They also continue their watch after their death (that's why they haunt the catacombs).
  • The first two Crash Bandicoot games had this affliction. If you wanted to know things like Brio's relationship with Cortex, what makes Coco so special and how N. Gin got the missile stuck in his head, you had to read the manual. Various basic gameplay mechanics were also never talked about, which wasn't so much of a problem in the original due to Crash only being able to run, jump and spin, but new moves in Crash Bandicoot 2: Cortex Strikes Back such as sliding, High jumping and body slamming are never even mentioned. This got better in the third game where it explains how to pull off new unlocked moves, and better still in Crash Team Racing where Aku Aku or Uka Uka would have many pop-up tutorials to explain how to do things.

    D 
  • Diablo's manual contained most of the plot and backstories of all the races and units, which isn't found in the game proper. This includes a very vivid description of a little boy being transformed into Diablo.
  • Venerable Amiga / DOS adult (pixel art boobs and gore) RPG DreamWeb originally came with the "Diary of a (Mad?) Man", which greatly fleshed out the main character, his mental problems, and the world he lives in. In fact, the story of the diary is far more detailed than the game itself; it also features a progressive rendering of symbol seen in dreams, necessary to unlock one of the final doors.
  • In Disney Princess Enchanted Journey, the manual elaborates on the story and reveals the Big Bad, while the game doesn't tell you there is one until the final battle.
  • Doki Doki Panic had the Big Bad, Wart, already defeated when he tried to take over Subcon, according to the manual. The manual also stated that the family's children fought over reading the book and they accidentally tore off the book's ending page, causing Wart's defeat to never happen and allows him to reach out and snatch the kids (the missing page also explains why World 7 has 2 levels and not 3). However, the game itself only shows the kids reading the book before Wart snatches them.
  • Illwinter's strategy game Dominions 3 has a massive 300 some-odd page manual including a complete list of the hundreds of spells and a description and sample strategy for all of the myriad nations, alongside the admittedly limited backstory to the game. That still doesn't include stats for most of the national units, details on many unit attributes and spell effects, province stats, etc.
    • The manual for 4 actually does contain stats for national units and details on spells, but the author wasn't able to keep it up to date on all the balance changes and nations added in patches.
  • The original Doom explains the backstory in a text file that comes with the game. Not that reading it is critical to one's gaming experience.
    • The various ghouls and player characters from The Ghouls' Forest series of Doom mods, as well as the multiplayer Ghouls Vs Humans, used to have detailed bios available on the author's blog. They were then removed (and no known copies exist) because the author felt they were "no longer needed".

    E 
  • The obscure adventure game The Eidolon came with a long and detailed story in its manual/diary, full of Steam Punk science and dream logic. It also told you flat-out how to face down certain creatures by detailing the writer's experiences with them. The game itself just starts up in the pilot seat of an unidentified vehicle with nothing but blackness visible.
  • The Elder Scrolls:
    • Several of the games force you to dig through in-game supplemental material to make sense of the setting and the plot. Some fans have assembled an online archive of the game supplemental material.
    • In fact, the series' notoriously complex and intriguing lore is probably one of the best examples of this trope. The lore involves everything from the entire universe being All Just a Dream, to a time-traveling cyborg paladin, to the world being destroyed by a magical robot and people moving to the moon (which is actually the dying corpse of a god), to the stars actually being holes in space, to absolutely everything about Vivec, a more-than-omnipotent god who may or may not be a hermaphrodite married to the god of rape and who has one of the most confusing Multiple Choice Pasts in all of fiction. Incredibly, almost none of this is presented in the games themselves, which, outside of occasional hints at something larger in in-game books, generally look like generic High Fantasy to somebody not versed in the lore.
    • Daggerfall's manual has a 'history' portion that details not only the history that can be found in-game, but also elaborates in more detail the events that lead from meeting the Emperor to waking up in a cave than what the game, itself, does. The manual also includes a handy genealogical chart for the three main noble houses of the Iliac Bay, although that information can be found in-game (just not graphically and in one place). Daggerfall's manual, however, is also notoriously shaky. Because they wrote the manual for features they had in planning, but never got around to release, the manual gives reference to objects which don't exist.
  • Elite:
    • Elite Frontier: Elite II came with a packed-in travel guide describing some things in the game's universe that were never actually encountered in-game, such as Marlin Fish in Ross 154 or meeting the Emperor of the Duval Empire in person. Still, they make for exhilarating mental vacations.
    • Elite: Dangerous has a series of novels exploring the lives of people living in the early 34th Century while also expanding on the legends of the Thargoid race.
  • A lot of information in Elsword is out of order or just barely scratched upon, mainly the storyline for every character and their interactions with others. Playing the game straight, you'd only see glimpses of plot in each character's dungeon clear quotes. External sources explain the actual story of the game and dilemmas in each city you visit, as well as detailing major points in the plot (such as Elsword and co. finding Eve after defeating King Nasod, Add's encounter with the team after defeating Victor, etc.). The recently released "(city) Clear" videos, El Type magazines, and job-change comics are a few examples of these sources.
  • Lampshaded in Empire Earth's fourth mission of the Russian campaign when the briefing recommends you to check out the manual to learn more on cybers' abilities.
  • Each successive installment of Escape Velocity had more relevant lore in the manual than the predecessor: the original game was not this trope at all, Override has a couple of things that were never explicitly stated in-game, and Nova has eight 'preamble' PDFs, one of which is a Universe Chronology, six of which go into deeper detail about the importantnote  civilizations and groups of the 'verse, and one which is an example of a traditional song sung by one minor group.

    F 
  • The First Encounter Assault Recon comic has extra information regarding Fettel's cannibalism: to gain victims' memories. There's also the Armacham Technologies brochure (aka "Field Guide"), which was a promotional bonus for US pre-orders of First Encounter Assault Recon 2: Project Origin, and contains massive amounts of background and supplemental plot information for the FEAR game world.
  • Final Fantasy:
    • The Emperor from Final Fantasy II got his name, Mateus, in a novelization. Though the only "canon" (IE, in-game) appearance of it is the summon based on him from Final Fantasy XII, and his ultimate weapon in Dissidia: Final Fantasy, "Mateus's Malice". The same novelization explains the origin of his powers: He made a pact with Satan to gain control of hellspawn to conquer the world. It also explained that he gained control of Hell because of his disposing of Satan.
    • Final Fantasy XIII also has a novella called Final Fantasy XIII Episode Zero - Promise - which includes how Lightning first met Snow, even given more reasons why she disapproves of his relationship with her sister, how Fang and Vanille awaken on Cocoon and try to adjust to it, about Sazh and his son Dajh, including a POV description of the Euride events from Fang's eyes, another chapter about Hope going on vacation in Bodhum with his mother, Serah and Snow going out to look for Lightning's birthday gift and a flashback to the War Of Transgression where Fang and Vanille were originally branded as l'Cie. It basically gives more background information on certain scenes that are already in the game or just adds a chapter that explains something small.
      • Then there is Final Fantasy XIII -Episode i- which takes place right after the events of the game and are written from Vanille and Fang's POV after they have put themselves into Crystal Stasis and watch over the others being reunited, even swearing to find a way to get Vanille and Fang out of the Crystal Pillar and their sleep.
      • Final Fantasy XIII-2 Fragments After is a compilation of short stories that revolve around Lightning and how she got into Valhalla and is adjusting to being there, Noel and Yeul and their blossoming feelings, about how Snow actually left on his journey (which is mentioned in a short dialogue in-game, heavily abridged apparently) to find Lightning, Alyssa and her trying to fight fate and make sure she is not ret-gonned out of existence, which is what Noel and Serah's actions will result in as well as a story of Yeul's entire life as a seeress and finally a story of the events of the end game told by a certain Yeul's perspective.
      • Finally there is also Final Fantasy XIII Reminiscence: -tracer of memories- that meets up with Sazh and Dajh, Hope, Sera, Snow and even Lightning after the events of Lightning Returns: Final Fantasy XIII, in case the player was curious what happened with the other characters, other than Lightning, after the final cutscene. As the majority of these were never officially released, so none of this was known to most people. Though some of the stories in these novels are already in the game and are merely expanded on in written form.
  • Fire Emblem:
    • Path of Radiance and its sequel Radiant Dawn had its backstory explained at the official Japanese website for the series, namely that Lehran and Altina founded Begnion together and they were the first couple to bear a Branded child. Some of this information could be found in game if the player was willing to go through the game a second time while performing certain extra tasks, but said tasks border on Guide Dang It.
    • Fire Emblem Awakening has an extensive background site in Japanese that provides many extra details about the world or characters, such as that Gangrel knew Aversa was a Dragon with an Agenda all along, and that Valm is indeed the same continent as Valentia from Fire Emblem Gaiden, and was named after its founder Alm, the hero of that game.
  • Flashback came with a short comic book explaining the story. The key details are given in the second level, with a few minor characters and events missing.

    G 
  • The English release of the Galaxy Angel manga includes a manual detailing things that the writer left out from the game.
  • General Chaos came with a 16-page comic book explaining the origins of the conflict between Chaos and Havoc and giving each member of The Squad a humorous personality.
  • Golden Sun:
    • The instruction booklet for the first game came with notes on everyone's relationships to one another, and a map of the continent you would be exploring. A similar cheat sheet came with The Lost Age, which in addition to helping you keep tabs of your adventure, helped newcomers who hadn't played the first game catch up on what was going on.
    • Dark Dawn is by far the biggest offender in the series. In addition to the map and the character relationship charts (the printed one blows the secret of Matthew's ancestry; a version that only leaked to the internet blows the plot-relevant secret of Amiti's), the game itself has an in-game encyclopedia, which is filled with new information whenever words in red text show up. The encyclopedia entries provide a lot of information the NPC chatter and cutscenes do not, and without them, you're going to have a hard time making any sense of the plot, and likely miss several key points and quite a bit of foreshadowing and world-building.
  • The notorious 1985 flop The Great Space Race for the ZX Spectrum came with the back-story for every character in a series of comic strips (which actually looked like first-drafts drawn with marker pen) in the manual. This kind of thing was common in the 8-bit era as memory and cassette/disk space was limited and traditional media was often used to provide background and atmosphere for game worlds.
  • Guilty Gear has Japanese-only drama CD's, Bibles/Material collections and novels and press kits you'll need (among other things) to get all the plot of the GG universe, especially most anything about the Crusades themselves or the inner workings of the Assassin's Guild.

    H 
  • Halo series has several examples, to the point where you should probably see this and/or this for all the details.
    • Halo: Combat Evolved begins with the characters having just discovered the titular installation. What happened before that is covered in Halo: The Fall of Reach. Another novel, Halo: The Flood, tells us what everyone else (both human and Covenant) was doing on the ring while the Chief was running around, while Halo: First Strike explains what happened between the first and second games (like how Johnson survived and how the surviving Halo 1 cast got back to Earth).
    • Halo 2 ends at the start of an epic battle. Halo 3 starts at the end of the same epic battle. The battle itself is covered in the comic series Halo: Uprising.
    • If you want to know the true reason why the Covenant declared war against humanity, you'll have to read Halo: Contact Harvest.
    • Halo: Reach is notorious for this: the significance of Dr. Halsey, why she distrusts NOBLE Team, the Forerunner artifact, Cortana, the Pillar of Autumn and even the setting won't make full sense unless you've not only played the first game, but read the 2010/2011 The Fall of Reach reprint, Halo: Ghosts of Onyx, Halsey's Journal (which only came with the Limited/Legendary edition of the game), this in-universe communication on Bungie's official website, and the Waypoint Data Drops, in order to settle what might otherwise seem to be Halo: Reach's contradictions with earlier Expanded Universe material.
    • In Halo 4, numerous players who were not familiar with the Kilo-Five trilogy, The Forerunner Saga, and/or the terminals from Halo 3 and 4 expressed severe confusion about the story, ranging from why the Chief is fighting the Elites again to the very identity of the Librarian and the Didact.
  • Haunting Ground: Daniella's name is one of these, as in the game itself she is only referred to as "The/That Maid", but her character models in the Bonus Room and the instruction booklet name her. This is a particularly jarring example, as every other character - even Fiona's mother Ayla, who only appears in a single Flashback, is named. However, given her driving motivation, Daniella's name may have been left unsaid on purpose.
  • Hellsinker is nigh incomprehensible to the uninitiated; it's filled to the brim with cryptic scenes, proprietary terminology, and strange gameplay mechanics, the latter two of which are explained in the manual. Before the game and manual were fan-translated into English, Western players took to consulting incomplete guides and wikis (one guide infamously states "I have no idea" in response to an element of the button configuration menu) trying to make sense of the game.
  • Homeworld:
    • The original game has a large manual which describes the history and technology of your faction leading into the campaign, and goes into quite a bit of detail. However, the intro cutscene usefully summarizes the parts which are directly important.
    • Homeworld: Cataclysm also provides a long, detailed backstory in the manual, along with descriptions of all of your ships and a lot of enemy ships. Again, though, the really important backstory is summarized in game.
    • Homeworld 2 plays this straight, though. To really understand the backstory and what's going on, you need to either have shelled out $20 for the strategy guide or waited until the developers released their internal history documents onto the web. Made worse if you played Cataclysm, since it takes a few missions to realize none of the world-building from that game was canon.
  • Hotline Miami 2: Wrong Number had a tie-in digital comic series that came out before the game was released, and explains the backstories of main protagonists and general setting of the game.
  • The NES version of Hydlide had an opening screen in which a demon casts a spell and turns a princess into three fairies. The full explanation of this was left to the manual. The PC-88 version at least had a screen of text at the beginning of the game.

    I 
  • Bad or hasty localization can also cause this. The Nintendo GameCube version of Ikaruga only had the basic story outlined in the manual. Everything else was supposedly in game... but it was removed and not even the Japanese remains. Granted, you'd be lucky to even read half of it before it disappeared, but at least it was there in the other versions.
  • inFAMOUS got in on this trope too. In between the first and second game there was an interquel comic published and released by DC. Although the main story was still understandable enough without reading the comic, a number of the game's subplots are only resolved in said comic, like Cole coming to forgive Zeke, whatever happened to Sasha, Alden, and Moya, and Zeke learning that Kessler is Cole's future self.
  • Everything that happened between the Infinity Blade games are all covered in its two novels. The second and third game only briefly cover the last and important parts of the novels (The main character is actually a Deathless named Siris in the second, and Raidriar ends up allying with Siris and dies during his encounter with the Worker of Secrets in the third), but not how the events let up to them.

    J 
  • The plot of the PC game Jazz Jackrabbit 2. The villain from JJ1 has stolen the diamond from Jazz's fiancee's engagement ring. You have to get it back before he uses it to power his time machine and erase rabbits from history. Didn't read the comic in the manual? Then you wouldn't know any of this.

    K 
  • Keith Courage In Alpha Zones came with an 8-page comic book that gave the game a backstory.
  • Killer7: The developers put out a companion book, Hand in Killer7, that provides some backstory and explanation to the game's characters and events. Though this information is hardly any less confusing than that provided by the game itself, and often outright contradicts the game altogether. Given the nature of the game, this has to be deliberate.
    • Also, to understand who the characters are (especially some of the characters not in cut scenes, like Coyote and Con) you have to read the manual with the game. It's also nigh-impossible to solve some of the puzzles without this information.
    • Let's not forget the 12 issue comic miniseries meant to portray the story in a more linear, comprehensible fashion...a miniseries that got to issue four before being summarily canceled. Only one other issue was released, a zero issue, but that one only existed as a promotional material and couldn't be bought on its own.
  • While it's not critical to playing the games (other than for the Copy Protection), the King's Quest manuals have massive amounts of Back Story and character notes. The Peter Spear player's guide cranks it Up to Eleven with a creation myth for the universe the series is set in, documents "written" by the characters, and a fictional history of Daventry. And that's not even touching the Fanon on the universe...

    L 
  • The Legend of Zelda:
    • Zelda II The Adventure Of Link had a rather standard Save the Princess plot in its opening crawl. The manual, however, revealed that the princess you were saving was actually the current princess' distant ancestor who had been put into an eternal sleep because she wouldn't reveal the location of the third Triforce piece to her brother and an evil wizard. It also explained that this is the reason the princess is always named Zelda — in honor of the one under the spell.
    • Oddly enough, the intro in the Zelda II English version almost implied that it was the same Zelda from the first game, whereas the Japanese version clearly specifies (in badly translated English) that it's "Another Princess Zelda". ("Our Castle Has Another Princess?") The Nintendo Power preview of the game also implied that it was the same Zelda.
    • The blonde Kokiri in The Legend of Zelda: Ocarina of Time was named "Fado" on an old version of the official site. She's one of the few named Kokiri in the games, a leftover from her important status in the beta.
    • There is now Hyrule Historia, an encylopedia of sorts for the Zelda mythos in honor of its twenty-fifth anniversary, which confirms or expounds on a lot of story details that were either ambiguous or outright overlooked in the series. Most notably (and to much controversy), it finally gives an official timeline of all the games to date. The book is basically the answer to every possible question that fans have regarding the series, the characters, and the timelines.
  • The original version of LucasArts' Loom included a 30-minute introduction on an audio cassette. However, if you've got a pirated version lacking the cassette, you can play the game without missing much. Also fits if you legally download the game off Steam, or anywhere else.
  • In Low G Man, the infamous "then they came" Excuse Plot is explained in better detail in the manual.
  • The Big Bad of Lunar: Silver Star Story Complete, the Magic Emperor, has a huge air of mystery about his true identity for much of the game...provided you never look through your ocarina's playlist.

    M 
  • Machines Wired For War opens with you aparently playing as a computer. It turns out it took over a thousand years to get to this point. Why is only explained on the website.
  • Up until 2014, Marvel: Avengers Alliance had Marvel XP, a database which often gave extra details about the plot in its News section and Dossiers, and was cross-connected with Avengers Initiative.
  • The special edition of Marvel vs. Capcom 3 came with a one-shot comic book that tried to weave a more coherent story, since all you really have to go on in the game itself are the intro sequence and the various non-canon endings.
  • Mass Effect has a very detailed Expanded Universe which necessitates the reader delve into the books or comics to better understand the underlying forces or motivations behind certain protagonists and antagonists.
    • The Mass Effect: Galaxy mobile game (a prequel to Mass Effect 2) explains how Jacob Taylor and Miranda Lawson first met.
    • Redemption (also a prequel to 2) explains how Liara T'Soni attempted to get Shepard's body back from the Shadow Broker in much greater detail and how she first met Feron. The Lair of the Shadow Broker DLC references, but doesn't fully explain, the events mentioned in the comic series.
    • The Mass Effect 3: Datapad app is absolutely filled to the brim with messages from supporting characters and squadmates, which do a lot to flesh out the state of the galaxy during the Reaper invasion (and what characters were doing during and after major missions) and isn't featured proper in the game itself.
    • The Invasion comic series explains how Aria was forced to flee Omega because of General Petrovsky before the events of the third game, and how the Adjutants arrived on the planet in the first place. The series is referenced only briefly in the Omega DLC itself.
    • The tie-in animated movie Mass Effect Paragon Lost explains how the Alliance military developed a permanent countermeasure against Seeker Swarms, which is seen in gameplay (but never addressed or acknowledged) in 3's multiplayer mode.
  • Mega Man:
    • Explanations about the true nature of the Maverick virus in the Mega Man X and Mega Man Zero games, as well as the fate of the Guardians at the end of Zero 3, can only be found in the Rockman Zero Complete Works sourcebook. The events of the ELF War and the backstory for the Eight Judges from Zero 3 are similarly only explained in Japanese drama tracks on an OST remastered CD.
    • The Mega Man Battle Network and Mega Man Star Force series are full of alphanumeric codes that do various things (Number Trader codes for free stuff, compression codes to make NaviCust parts smaller, etc.) You can find some "legitimately", i.e. in-game, but not all. Where are the rest? Japan, of course. They appear in magazines, during anime episodes, and so on. Japanese fans then post them on the net so the rest of us can get them.
    • There are also manga prequels to the original series as well. These fill in some of the details behind the game's plot. For example, the prequel manga for Mega Man 9 notes why older robots don't have to worry about the expiration date imposition, show the Robot Masters from the first game attempt to stop the rampage of the latest set, and even explains why Mega Man doesn't have a chargeable Mega Buster after five consecutive games with one. As a Continuity Nod, said explanation was given by Dr. Cossack, who was blackmailed by Wily in the fourth game but working for Dr. Light from the fifth game onward.
    • And in 2012, the Robot Master Field Guide was released, featuring detailed bios on every single RM to date as well as the series' main characters, in an attempt to compile as much supplementary material as possible in one English manual.
  • Metal Gear:
    • The Japanese manual for the MSX2 version of Metal Gear included bios and artworks of the main characters and bosses (including an explanation of Schneider's motive for creating the resistance movement), and gave the specifications of TX-55 Metal Gear as well as the designs for it. A fan translated version can be viewed here. In contrast, the English manual for the European MSX2 version only included the standard playing instructions, although it's not as bad as the English translated version of the NES port's manual, which pretty much butchered the story.
    • The Metal Gear 2: Solid Snake manual also elaborated quite a bit on the game's story and other things, and was absolutely vital to playing the game and understanding the story (in fact, it was even needed for a certain part of the game that probably made it far too difficult to be beaten otherwise). For instance, it elaborated on exactly how Solid Snake managed to infiltrate Zanzibarland, the history of Zanzibar Land as well as its statistics, including military strength and natural resources, a history of FOXHOUND, and bios for the main characters. It also explained a bit about the landmarks of Zanzibar Land, and the backstories of several bosses, and specifications of several vehicles encountered in the game, including the Goliath tanks, which were originally supposed to be fought as a boss but were removed due to time constraints and kept as part of the scenery on the first floor of Zanzibar Building. It also explained how to use tap codes in this game, which makes the manual absolutely necessary to use to get Dr. Madnar's frequency, and thus get further into the game. A fan translated version can be viewed here.
    • The original Metal Gear Solid included a segment where Kenneth Baker tells Solid Snake that the only way to contact Meryl Silverburgh is to look at back of the "CD case" to find out what her frequency. This is a reference to an actual screenshot on the back of the game's boxart, which depicts Snake conversing with the character in question via Codec.
    • Trying to make at least some sense of the confusing ending of Metal Gear Solid 2: Sons of Liberty? See The Document of Metal Gear Solid 2 which explains some things such as the existence of both real and AI Rosemary. All this and more were eventually compiled into the Metal Gear Solid 4 Database. Good thing Europe got lucky in getting ''The Document of Metal Gear Solid 2'', although the latter has quite a few errors on its part.
    • Metal Gear Solid 2 also featured a fictional novel titled In The Darkness of Shadow Moses: The Unofficial Truth, a tell all account written by Nastasha Romanenko exposing the true events of the Shadow Moses Incident from her perspective. This novel elaborates a lot on the Shadow Moses Incident from the support group's end.
    • There was a leaked voice casting document for Metal Gear Solid 3: Snake Eater that elaborated on some details on the main characters. It gave the real name of Major Zero (David Oh), and elaborated on a few things about some characters, such as mentioning that the American colleague of Granin was actually Otacon's father (which was later confirmed by Metal Gear Solid: Peace Walker).
    • Although it is heavily implied in Metal Gear Solid 3: Snake Eater, the Metal Gear Solid 4 Database is also the only place you'll find a direct confirmation that Ocelot is the son of The Boss and The Sorrow. The Metal Gear Solid 4 Database also elaborated on what happened with the Metal Gear Gs as well as the history of Shadow Moses. However, the database received criticism for not resolving some things, getting other things wrong and retconning info.
  • In Metal Walker, the manual gives more backstory on the setting, and your character's name, Tetto. Metal Walkers and Busters were originally created as mining robots.
  • Metroid:
    • The first game opens with a title narration saying "Emergency Order: Defeat the Metroid of the planet Zebeth and destroy the Mother Brain the mechanical life vein. Galactic Federal Police M510." You'd have to read the manual to know why the Metroids have to be destroyed.
    • Super Metroid gave Samus three undocumented moves: the wall jump, the shinespark (no, not that one) and Crystal Flash. The first two moves aren't in the manual. Instead, they're in the demos, and there are also a bunch of animals who demonstrate them for you (of course, this doesn't tell you what buttons to press). The third was only found in an issue of Nintendo Power. Since then, all the 2D games have included these moves — and maintained the tradition of not documenting them.
    • Ridley, The Dragon who appears in almost every game, is an extremely intelligent and cunning (if bloodthirsty) military leader. Not that you would know this just by playing the games, as all he's ever done is screech, roar, and claw at Samus whenever he shows up. Further, the way he keeps coming back after being defeated (eating corpses and then absorbing their biomass to heal injuries) is never mentioned outside the manga.
  • Microcosm apparently takes place on another world in the distant future, involves a multi-generation war between MegaCorps, an assassination attempt, and Cyberpunkish corporate espionage. You wouldn't know this from playing the game. It's a Rail Shooter with controls that makes Baby Jesus cry himself to sleep at night, and an opening FMV that is almost as long as The Godfather II but explains NOTHING about the labyrinthine story. The manual's story lasts for more than twenty pages, including a three or four chapter story, an atlas of the fictional future star system it takes place in, and an long essay on why the MegaCorps are fighting and how crappy their planet is.
  • Mortal Kombat:
    • The series has an amazingly complex storyline, but you wouldn't know it from playing the game. Not to mention the players don't find out which characters' endings are canon until the next game in the series is released. Mostly the main plot involves someone betraying someone else and trying to conquer the multiverse, only to be betrayed, only for the betrayer to be betrayed, only for the original betrayer taking back his throne, rinsing and repeating. Everything else involves the heroes trying to defeat/free themselves from the current overlord, and being blindsided by the next uurper. This one doesn't resemble the movies at all, either. The Gambit Pileup is hilariously lampshaded in the intro movie of Mortal Kombat Armageddon: Everyone in the series is attempting to rush towards and climb some sort of ziggurat, happily killing each other along the way.
    • Mortal Kombat vs. DC Universe had a one-shot comic that was only included with the special edition release. It expanded on the plot of the game by showing how the two worlds were merged together, and also explained the absence of fan favorites like Johnny Cage and Robin.
  • Myst
    • The strategy guide is a famous example. The game itself is an exercise in mystery, as you don't know where you are, what the purpose of linking books are, who Sirrus and Achenear are and why you're helping them, with the ending simply being a Sequel Hook. The tie-in strategy guide, however, gives much greater context to what happening, via giving the Player Character a name, thoughts of his own, greater understanding of what he's doing in the various Ages (and why) and his thoughts on Atrus and his sons. There's a reason why it's one of the top-selling strategy guides of all time.
    • There were also three novels written for the series, the first two of which explain all the background of Atrus, his family, and the D'ni civilization. The third fills in some of the gaps between Riven and Myst III: Exile.

    N 
  • Much of the backstory in NieR is kept in the supplementary book Grimoire Nier, including the game's connection to Drakengard and the beginnings of Project Gestalt.
  • Ni no Kuni's manual is over 300 pages long, and is the only place to find in-game spells, potion recipes, and the like.

    O 
  • Outpost 2 was an early RTS with very sparse cutscenes, so at first glance, the backstory and campaign mission briefings seem sparse — more an Excuse Plot than anything else. Then you crack open the manual or on-disk manual and find detailed explanations of every unit, structure, and weapon, complete with a [very] short story centered around the structure, unit, or weapon, as well as plenty of backstory. Then you realize the game came with a novella on the CD as well, spinning two very different tales (one for each faction, which are very different) about the ongoing struggle to survive. Plymouth's ending in particular comes out of nowhere if you haven't been reading. If you're paying atention, the information (including the corresponding chapter of the novella) also appears in the campaign mode's mission briefings.

    P 

    R 
  • The Sierra adventure game Rama was (loosely) based on Arthur C. Clarke's second Rama novel. Despite there being some fairly major differences between the game and the novel, characters in the game will sometimes reference events that only happened in the book.
  • Rayman 3: Hoodlum Havoc contained several secrets that were only explained in the manual provided. Additionally, the game uses its manual in-game to break the fourth wall during the opening level by having the character Murphy instruct Rayman by reading to him from the game's manual, occasionally commenting on the manual's various illogicalities. The manual actually talks back!
  • A lot of Satoru's past in Remember11 is explained more thoroughly in a timeline that was released after the game.
  • The Rival Schools series simultaneously averts and plays this trope straight. On one hand, the fighting portions of each game have introductions, cutscenes and endings that (for the most part) explain what's going on and the motivations behind most of the characters' actions; on the other, the Japan-only character creation modes in each game actually reveals even more background info about each character, as well as little known facets of their personalities (though none of it is required to understand the story). If you only play the games in English, you'd never guess Gentle Giant Boman is a fan of sunbathing, or Musical Assassin Yurika can identify a person by the sound of their footsteps.
  • Several details about characters in the Rune Factory games only come up in interviews and supplemental material, such as Ivan and Raguna's specific relation to the royal family, the fact that Iris is not human-though her actual species is not given, the Sharron can see the future-and also probably isn't human, or that all four dragons look the same as infants.
  • Runescape: A lot of the lore is buried in the website itself and the in game books. One example is the "Moonclan Manual". Most players believe magic comes from the runes the game is named for. But the Moonclan Manual states that they are more of a focusing tool to bring the energy inside the caster out, and it's possible (not in gameplay) to use magic without them.

    S 
  • The Sacred Armour Of Antiriad was published with a 15-page "Palace Comics" prologue, showing the Earth being devastated by nuclear war in the future, the ensuing Future Primitive civilization being menaced by an Alien Invasion, the development of the titular Powered Armor during the aforementioned war, and the emergence of a Barbarian Hero. The manual for the American version (retitled Rad Warrior) included a 5-page abridgment of this comic.
  • Shadow War Of Succession may have a rather generic Excuse Plot, but the manual does give last names and backgrounds to most of the fighters that the game rarely even hints at. (Viper is left as an unknown.) On the other hand, the Shadow King's real name, Kincaid Storm, is mentioned in the opening scene but not in the manual.
  • The manual for Sid Meier games, particularly the original Pirates, are loaded with historically-accurate details about the era you're playing, including Silver Train and Treasure Fleet routes, information on known pirates of the era, detailed notes on the cities, and commentary on the accuracy (or lack thereof) of the era's firearms! Pirates! used the historical data(ironically) an anti-piracy technique. In the first game, you were asked about the routes of the Treasure Fleet and Silver Trains when arriving in port. In Pirates Gold, in your first confrontation with another ship, you would be shown a flag and asked to identify the famous pirate that it belonged to. These pirates, and their flags, were only ever shown in the manual. In either game, if you answer incorrectly, the game quickly becomes Unwinnable as you will never find any other ships at sea.
  • Sid Meier’s Alpha Centauri has this in spades. Additional information on the faction leaders' personalities, the backstory of the game before arriving on Planet, trivia on the planet and the solar system of Alpha Centauri is only found in the massive manual that came with game.
  • SimCity:
    • SimCity 2000's manual had many pages devoted to discussing city planning in reality. Much of it was useful to the game, giving you insight into the models used to create the simulation. Just as much of it was simply a love letter to city planning as a subject of research.
    • SimEarth's manual was over 500 pages, bound in a ring, and was larger than most modern game boxes. It explains the entire philosophy of the game as a "computer toy", the science behind the various models, and the equations for the atmospheric model are ALL IN THE MANUAL. It's quite impressive, but looking back, it was a bit of a wallbanger when they put CO2's greenhouse effect so high, practically ignoring the warming effects of nitrogen, oxygen, and water vapor, despite their completely saturated warming bands.
    • The various Sim X game manuals LOVED to provide massive amounts of information on the subject they were simulating. SimAnt 's manual was a couple of hundred pages long, but only 20-30 of those pages were about how to play the game; the rest of it was a small introductory textbook to the field of Myrmecology.
  • Splinter Cell:
    • The games have a metric crapload of extra stuff ranging from novels ("Created by" Tom Clancy, with a negligible amount of help from his two sub-writers), secret-filled flash-websites, trailers, teasers, articles, spinoff-games, multiplayer campaigns(!), etc. The fourth game in the series was somewhat notorious for explaining the story (namely the manslaughter/murder of Sam's daughter, his short career in crime, subsequent imprisonment and the undercover infiltration of JBA. solely through preview articles and trailers.
    • How Sam Fisher went from being pardoned by the President at the end of Conviction to working for Fifth Echelon in Blacklist is only covered in the Echoes tie-in comic series.
  • The first two Star Control games feature manuals with lengthy stories explaining the background of the Hierarchy Wars, each race's history, and what happened leading up to the beginning of Star Control II. In the case of the first game, it was arguably an Excuse Plot for a space strategy/combat game, in the case of the second game, most of the relevant information was available in-game if you ask enough of the right questions. And many vital plot points are only in the game, without the manual knowing anything about them.
  • Starcraft:
    • Starcraft's manual contained much of the game backstory, much of which play a hand in the expansion pack's story (which barely contained any information in its manual, if it existed). The game itself assumes the player is already familiar with the histories and factions of the different races given there. There is no in-game exposition for even basic things, like who the Sons of Korhol or the Xel'Naga are or the Protoss caste system, which are all vital to even vaguely understanding the plot. It also explains why the Zerg need resources to build units.
    • Starcraft II turned the phenomenon up to eleven; all of the major characters, excepting those retained from the original, have backstories which are only explored in tie-in novels, though a brief summary of each character can be found on the official website.
    • This would have been the case with Starcraft: Ghost, had it not been cancelled after the novel Starcraft: Ghost: Nova came out, detailing Nova's background and how she came to be a Ghost (she happens to be the most powerful human telepath/telekinetic ever, able to mind-control others and emit TK blasts comparable to nukes; even Zerg!Kerrigan can't match her). Interestingly, the end of the novel has Nova joining the Ghost program, knowing that her memories will be erased, which kinda makes the novel irrelevant. The character of Nova is "revived" and used in Starcraft II, and an additional novel has been written about her exploits.
  • Star Trek Online's in-game manual, "The Road to 2409", only tells the story of how the Khitomer Accords were dissolved and the Federation and Klingons were at each others throats again. Star Trek Magazine, however, ends up showing information after that, such as the fate of Captain Data and the Enterprise-E ("Road" mentions that they disappeared while investigating something, Magazine reveals that they returned safe and sound, the E decommissioned and Data retiring to be a teacher) and the adventures of the newest ship to be christened Enterprise.
  • A certain code in StarTropics was revealed only by following an in-game character's cryptic suggestion to dip a certain document in water... the aforementioned document being an actual real document packaged with the game. Without the code, you can't progress. When it hit the Virtual Console, the loading screen showed the letter and code.
  • Star Wars:
    • The Dark Forces Saga's backstory for the protagonist was first given in the manual for the original game and was later contradicted by a trilogy of graphic novels. It was later revealed in an RPG supplement that the original manual were lies written by the agent who recruited him to make him seem more trustworthy.
    • The real name of the protagonist in The Force Unleashed is never given in the video game. He is for the most part referred to by his Code Name, "Starkiller", which many fans erroneously assumed to be his real name. The novelization based on the game, however, gives his real name as Galen Marek.
  • The web material for the John Woo game Stranglehold includes bios for all the major characters, such as the Captain with his authoritarian father, Jerry Ying and his estrangement from his straitlaced cop father, Dapang's background in child labor and underground death matches, and the bad guys' various criminal backgrounds. It also includes a tie-in to Hard Boiled, the movie this game is a sequel to, in Mr. James Wong's background, which mentions the involvement of his only son, Johnny, in arms running and his subsequent death in a certain hospital shootout.
  • The Street Fighter series is particularly notorious for this, with the most of the characters' backstories being published in Japanese only publications such as game specific special editions of Gamest Magazine or similar strategy guides/sourcebooks such as All About (insert game title/company here). It doesn't help matters that the English localizations of the early Street Fighter II and Alpha games had inaccurate translations (i.e: changing Cammy's past with Bison from subordinate to lover, Akuma being a demon or mass murderer, or the whole "You must defeat Sheng Long to stand a chance" thing, which launched much Fanon). Incidentally this plot doesn't resemble the one in the action movie at all.
  • Normally, the mostly-textless opening cutscene of Stretch Panic is utterly confusing and makes no sense. But with the multiple pages of story in the manual, it becomes...very confusing, making little sense. Given that it's a Treasure game, though, that's par for the course.
  • Parodying this trope, the manual of Sub Terra contains a backstory that is not found in the actual game, but is also completely unrelated and irrelevant.
  • Suikoden IV's final boss is actually quite an appropriate end to the game, seeing as it's the ultimate source of all Rune Cannon ammunition, and its presence at Fort El-Eal was what allowed the Kooluk to make their giant Rune Cannon superweapon. Its destruction also means that no more Rune Cannons may be made, which is undeniably a Good Thing given how much trouble they've caused. Of course, since this is never addressed in the actual game, if you never read the backstory for the game (which is published separately), it just looks like a Giant Space Flea from Nowhere.
  • The Sunrider website has two pieces of important lore, found here and here. More are expected to come up as the game progresses in development.
  • The wiki article of Super Charisma Bros clears up a lot of things that are never explained in-game - the events of Charisma 4 were actually a nightmare that Dudim had traveling through a time vortex, and that Dudim was sent back in time after the battle with Brynn due to "excess levels of Bazingonium."
  • Super Mario Bros.:
    • Played quite literally in Hotel Mario, where Mario turns to the camera in the opening cutscene and tells the player to check out the enclosed instruction book should they need any help.
    • Most of the (official) Super Mario Bros. games play this straight, where the functions of various characters, enemies and items are only covered in their instruction manuals,
    • In Super Mario Galaxy, there's the manual and game's tie-in trading card game. What makes the trading card game count is the fact that it revealed in its prologue the Magikoopa that attacked Mario when he is trying to save Peach when Bowser kidnaps her and carries her high up into space to be Kamek.
    • Super Mario World begins with Mario standing in a field and saying that he has to rescue Princess Toadstool because she was kidnapped while they were on vacation. Why they were on vacation (they were going to rest and recuperate directly after the events of Super Mario Bros. 3) and when she was kidnapped (when Mario and Luigi momentarily had their attention elsewhere) is only covered in the manual, as well as a better explanation of what Yoshi is and how the brothers reacted when they found the Yoshi egg.
  • Super Robot Wars does this occasionally, but subverts it with Original Generation Gaiden, which takes most of the "Manual" from the Drama CD and OAV and puts it right in the game. It then played it straight anywhere with a separate drama CD for the "manual" game.
  • Super Smash Bros.. Brawl is an example of a fighting game that tries to explain everything in-game, but due to lack of dialogue, multiple plot threads and a cut sequence, it still requires the explanation page on the game's official website for a reasonable understanding of the plot. Most notably, because a scene featuring Meta Knight and King Dedede was cut from the game, you'd never know how the Subspace Army obtained the battleship Halberd, or how Dedede knew about Tabuu.
    • Furthermore, the only way that one can find out the actual names of the Special Attacks for all of the characters is by either reading the instruction manual (which is incomplete as it lacks certain characters) or visiting the aforementioned official website for Super Smash Bros. This is averted for the original Super Smash Bros. (Nintendo 64), however, as animations accompanied by the Special Attack names are briefly shown at intervals when one reads the biographies found in the Data section.
  • Although Sword of the Stars gives you a fairly comprehensive info-dump on the in-game universe inside the game, reading the supplementary novel and following the game's forum provides a wealth of supplementary material. The game's story writer is a sci-fi novelist, and likes to frequent the game's forum to answer fluff questions from the fans.

    T 
  • Team Fortress 2. In-game story? "You are one color team, kill the other color team". In various online comics and supplementary material? You see a grand tale of intrigue featuring two brothers who founded the aforementioned teams, an Australian man that's Testosterone Poisoning incarnate, a woman in purple controlling both sides and the long lost third brother and his army of robots, all revolving around a plan by the deceased father of the two brothers meant to punish them for their idiocy.
  • The instruction book for the original Teenage Mutant Ninja Turtles NES game states that the Turtles' main mission in the game is to capture Shredder's Retromutagen Ray generator Life Transformer Gun, with which they can turn Splinter back to a human. This is why, at the end of the game, Splinter is restored to his human form; the game itself makes no mention of the transforming gun.
  • Done literally with Epyx's Temple Of Apshai. The game simply shows the room number where the player is currently at ("ROOM: 23"), with a fully-detailed description given in the instruction manual.
  • The manual of Todd's Adventures in Slime World has Todd reading through a long series of Apocalyptic Logs left by previous explorers of Slime World.
  • Touhou:
    • While the series has an unusually high amount of dialogue and cutscenes for a shmup, that's really not saying much. Most actual information is in the character profiles, short stories, fanbooks, or spinoff manga.
    • Some of the side material managed to do this to itself. More specifically, the side-story Bougetsushou was split into three parts: the main story, Silent Sinner in Blue; a collection of character-focused vignettes, Cage in Lunatic Runagate; and a gag-manga, Inaba of the Earth and Inaba of the Moon. Inaba isn't really important to anything, but Runagate explains a few things that were glossed over in Silent Sinner. Also, it has the ending, and the explanation for why the whole thing happens that comes with it.

    U 
  • Square Enix's "Ultimania" series. These monstrous manuals easily contain a hundred pages for a short book. Most of them are suitably doorstoppers and are packed with all of the information anyone could ever want about the game and its storyline. Unfortunately, it's all in Japanese so it is up to the kindness of fan translators for this information to be shared for a broader audience. It seems they packed so much information into the Ultimania Guides that they completely change the tone and course of the original story. Whether it makes the story more sensible or awkward is up to the reader, though none is allowed to question its canon level. Annoyingly enough for some people.
    • On a similar note, the Reunion Files book is essentially Ultimania for Final Fantasy VII: Advent Children. It further explains several plot elements, such as who the Remnants are and the fact that they're actually inadvertently undertaking Sephiroth's will, amongst other things. Mercifully, it's in both Japanese and English, and a lot more is covered in the more readily-available Advent Children Complete, but it's still annoying that it's only conventionally available in Japan.

    V 
  • Valkyrie Profile has the Japanese-only Materials Collection, which contains tons of information about characters and settings. Since the game series is not as popular as, say, Final Fantasy, it has not been translated.
  • A lot of things that seem to come way, way out of left field in Vampire: The Masquerade – Bloodlines are actually taken from the various Old World of Darkness source books. To the point where fans of the tabletop game will appreciate the many references, and everyone else blinks and tries to work out what the hell is up with the freakin' wereshark!
  • In the game Vexx, you have to collect a certain number of hearts in order to come to new worlds, one of these hearts is hidden inside a chest (which is itself inside a sort of whale), this chest has a lock on it that you can only open by inserting the right code by pressing buttons. It's possible to guess the right combination, but it becomes much easier with a hint in the manual, the description for the heart even tells you to "look in the book".

    W 
  • Warcraft:
    • Most of the lore is found in the novels. Lord of the Clans is about Thrall's rise from a slave to the Warchief of the Horde, and is important to know why the Orcs went from being Always Chaotic Evil to Proud Warrior Race. Warcraft Adventures would have had that info apparently - they just canceled the game so it was all put in books. The backstory was later included (in summarized form) in World of Warcraft.
    • This is made glaringly obvious when certain characters or subplots become relevant to the main storyline, and suddenly some fully-developed characters will show up in World of Warcraft without their full backstory being given. Half of the story in the Sunwell Plateau dungeon, covering the adventures of Anveena Teague and Kalecgos, is only found in Warcraft: The Sunwell Trilogy, a manga series released several years before the dungeon. Anyone who did the dungeon without reading the book saw a few conversations between Kalecgos and a girl in a bubble who loved him without knowing that Anveena is the human embodiment of the energy of the destroyed Sunwell. It is why her "explosion" helps end the encounter.
    • Perhaps the most egregious example is the return of King Varian Wrynn. To sum up, since the game was first released, there had always been a long and involved questline involving finding out what happened to the missing king. This questline cut off suddenly at around level 30 with the capture of someone that might have some information, and a letter to the player saying that they would be called on again when the prisoner divulged his information. Fast-forward several years and the quest line was slightly expanded, only to dead-end again with no real conclusion. In Wrath of the Lich King, the king was suddenly back with (from the perspective of someone who doesn't follow the Expanded Universe) no explanation whatsoever. Why? Because they literally took a quest that had been left dangling in-game for four years and concluded it in the comic book series, in which the missing king is the main character.
    • The third expansion to the game, Cataclysm. Quite literally overnight, the whole world was altered completely. The leader of the Horde was suddenly Garrosh Hellscream instead of Thrall, Cairne Bloodhoof was Killed Off for Real and replaced by his son, Baine, and Magni Bronzebeard was effectively killed off and replaced by a council of three, including one of the Always Chaotic Evil Dark Iron clan. Little of this is ever actually explained in-game, and all of it takes place in the novel The Shattering.
    • Around this time, Fandral Staghelm, the widely hated archdruid of the Alliance, suddenly gets replaced, and an early quest in Mount Hyjal in Cataclysm involves escorting him from his prison to prevent the Twilight Hammer cultists from breaking him out. The reason why he was imprisoned is revealed in the novel Stormrage. Xavius manipulated him into corrupting Teldrassil by using an image of his dead son, and when the image vanished and he essentially lost his son again, Fandral lost his sanity.
    • It gets even more complicated when including the RPG sourcebooks as legitimate sources of information. At least one piece of information is totally inaccurate (the death of Maiev in the sourcebooks was rendered obsolete when she showed up in Outland as a major plot point). This calls into question any assumption made based on the sourcebooks. Thankfully (or maybe not), a Q&A on the World of Warcraft forums revealed that the sourcebooks are officially not canon.
  • The PC game Where In The USA Is Carmen Sandiego? required you to look up information in Fodor's USA travel guide to get promoted. This was before the internet was in common use, so if you didn't have the book (which came with a new copy of the game), you'd have to guess what the largest export of New Mexico just happened to be. For the same reason, the Where in Time version came with an abridged encyclopedia, and the Where in the World version came with a copy of The World Almanac and Book of Facts.
  • the white chamber has an audio drama called "The Grey Tower" that serves as a prequel, filling out a lot of the backstory of the game and some of its mindscrewiness.
  • A companion volume to the Wild ARMS series reveals that, appearances to the contrary, they actually are directly related to each other — large time gaps and Filgaia's remarkable disaster-proneness obfuscates this, making most of the games appear to be largely unrelated stand-alone titles.
  • Several significant plot points in the Wing Commander series are, for various reasons, only mentioned in the game manuals. The manual for the X Box Live Arcade game Arena, "Star*Soldier", fleshes out the game in a way the then-limit of 50MB on game size didn't allow. (The limit was bumped to 150MB while Arena was in development.)
  • Wipeout, despite being a game about futuristic anti-gravity racing with little goal besides winning races, has a shocking amount of plot. With some filling in the gaps, official websites and manuals give almost a book's worth of backstory on the leagues, teams, and even a few people who aren't mentioned anywhere in the game's content.
  • In The World Ends with You, only the Japanese manual refers to the fact that the abilities of every Player is tied to at least one pin. Yes, this means that Mr. Mew is controlled (partially) via pin (it's called Groove Pawn, by the way). With one exception (Shiki making an offhand comment about Neku's ability to use more than one pin), this isn't discussed in the game itself.

    X 
  • The X-Universe has a history that goes back almost five billion years (Kardashev Type IV Precursors are involved), of which the games through X3: Albion Prelude cover about forty. Various dribs and drabs of conflicting information on this backstory have come out of Egosoft over the years, until they finally decided to codify everything into an X-Encyclopedia packaged with the X-Superbox series collection. In addition to explaining the history and fleshing out much of the setting, it loves to talk about things that aren't even hinted at in the games, such as an independent human government called the Hatikvah Free League, and a race of Sapient Cetaceans on a hidden Boron planet.
  • Xenogears had most of its entire second disk removed from the plot due to rushed development, and much of its plot only becomes clear in the Japanese-only Perfect Works. Thankfully, it has been been translated into English.