Sid Meier. Reading his manuals for the original Railroad Tycoon and Pirates!, for example, was downright educational. The original Pirates! even forced the player to figure out where they were by using a sextant to identify only their latitude and land masses to get their bearing.
The fascinating part is that very little of the actual science has been outright disproven yet.
Some of it's already been done ahead of schedule in Real Life - although some of the more mundane technologies (such as Synthetic Fossil Fuels, Superconductors, Information Networks, etc.) are understandably within the realm of known information due to rediscovery, more exotic ones like Gene Splicing and the Mind/Machine Interface are currently being studied (2016).
Shadow Hearts: Covenant has the Gallery of the Dead, which could also be called "Learn Cyrillic! With Princess Anastasia".
Assassin's Creed I put a huge amount of effort into studying the layout of the 12th century cities the characters would be exploring, including a lot of still-recognisable landmarks such as the Dome of the Rock, the Ummayad Mosque, the Citadel and the Masyaf Fortress. Most of the nine targets were real characters that disappeared over the Crusades. Only a couple were believed to have been assassinated. The game also accurately depicts King Richard I with a French accent, since he spent all his life in the Angevin territories of France.
Assassin's Creed II and Assassin's Creed: Brotherhood is a virtual tour of the Italian Renaissance as Ezio meets a virtual who's who of that era. Likewise,every important or noteworthy location in the various cities has a small database entry that you can view when near that person/place. They're not needed for completing the game, nor are they required for any reason at all, but they're interesting to read and sometimes contain funny/snarky commentary. Extensive attention to detail was paid to depicting Florence and Venice, with several players and their friends/families commenting on how they'd visited those very locations in real life only to find them accurately (for the time) replicated in the game.
Istanbul and Cappadocia, as we see it rendered in Assassin's Creed: Revelations is also very impressive, though the game includes some anachronisms like the Hagia Sophia having minarets before its period of installation and Cappadocia being traveled by sea.
It's one thing to include accurate Italian dialogue in a videogame. It's another thing to include lots of accurate Mohawk dialogue as spoken by native Mohawk speakers, as they do in Assassin's Creed III. Likewise, over 80% of the characters appearing in the game were real, historical people. And as expected by now, the in-game database is both extensive and detailed and the environments beautifully, accurately rendered. The DLC The Tyranny of King Washington, featured George Washington as an Alternate UniverseEvil Overlord, well the real Washington was once asked by a contingent to become King of America but Washington refused. The game you can say overdramatized this decision.
Assassin's Creed IV: Black Flag took great licenses in depicting naval combat and made piracy far more violent than it really was, but the game was praised for its highly well researched and accurate portrayal of the Nassau Republic, and correctly portraying the pirates as A Lighter Shade Of Gray. It's DLC Freedom Cry was praised for its intelligence in portraying slavery in Haiti.
Assassin's Creed: Unity while criticized for its great historical liberties taken with The French Revolution is nonetheless praised for its accurate reproduction of Parisian monuments, with Notre Dame cathedral being recreated 1:1 (i.e. the game render has the same proportion as the real building).
Assassin's Creed: Syndicate likewise was praised for its recreation of London, with many English residents and tourists noting that they were able to navigate the map as per their daily routine.
Even some of the game's most outrageous inventions and gimmicks have some basis in fact. Leonardo's War Machines in Brotherhood were based on his actual designs, as were the flying machine and parachutes.
Similarly, Mass Effect has reams of encyclopedic info on how everything in the Mass Effect universe works. It's clear that a lot of work went into understanding the ramifications of the mass effect, even if the effect itself (gravitational fields arising from currents flowing through a new element) is impossible given current works of physics. If it could exist, a lot of the things described in the game are very plausible.
The Mass Effect is actually based on the current cutting edge of physics, namely the research for the Higgs-Boson in the Large Hardron Collider, a particle that arises as an artifact of the field that makes massy things behave like, well, massy things. Mass is directly related to gravity, so it is at least to some degree plausible that manipulation of mass can produce artificial gravity, levitation, and force fields. Furthermore, there speed of light is assumed to be the fastest possible speed because light particles have a mass of zero and everything that has a higher mass would require more energy to move. A mass effect field isolates a ship from the gravity conditions outside the ship, which allows it to accelarate beyond light speed without everything inside being crushed into the back wall, or to make extremely sharp turns without being torn to shreds by inertia.
The Mass Effect is created by running an electrical current through a substance called Element Zero. Since human nerves send signals through the body by small electric pulses, people whose bodies are contaminated by Element Zero particles are living Mass Effect generators. With the help of cybernetic implants, they can control these small electric pulses more precisely and use the Element Zero in their body to create Mass Effect fields, alowing them to levitate, deflect bullets, and throw objects with their mind. It's one of the very few cases where "magic" powers are actually consistently explained and plausible, requiring only a single substance with only one relatively simple property.
There's also a lot of work shown in the smaller details; for example in the first game, whenever the Commander leaves the Normandy an onboard VI announces his/her departure and assigns XO Pressley command of the deck, and returns command to Shepard when he/she returns, which is very much in line with modern naval protocol when the captain goes ashore.
BioWare also showed their extensive knowledge of the Star Wars Expanded Universe (now Legends canon) with their Knights of the Old Republic and Star Wars: The Old Republic, with the Flavor Text of many weapons, armor, and items referencing events in the canon, a large codex in the MMO, a very accurate depiction of a Vong ship in one of Canderous's stories, and so forth. The Aurebesh posters and signs in the game are spot-on, and the MMO has some jokes and dialogue in the Mandalorian language invented for the expanded universe (the only reason it's not accurate in the first game? It hadn't been invented yet). Obsidian's sequel to the first game takes all that research, and adds the various lightsaber forms and their strengths and weaknesses, even more references and research in terms of aliens, worlds, cultures, and the universe's history...then also proceeds to deconstruct the hell out of everythingStar Wars because the head writer wasn't a fan of the series, did his work, and found himself disgusted by it.
Pokémon Ruby, Sapphire, and Emerald have a side-quest to catch the legendary golems (Regirock, Regice, and Registeel) which involves reading Braille. The Pokémon games have a tendency to drop little educational bits in, like museums and space launch centers. In addition, many Pokémon have Pokédex entries that refer to real-life animals and places.
If you read the credits, you will notice that they actually consulted real organizations for the blind for all their Braille plaques.
The series also generally averts Artistic License – Paleontology, design details aside, as given information is accurate and the series draws upon a somewhat wider range of species than most media (an anomalocaris-like biped, a eurypterid, crinoids, Archelon, etc.).
The generation 6 Tyrannosaurus rex Pokémon Tyrunt and Tyrantrum even reference feathered tyrannosaurs. There's also a reference to polar-dwelling dinosaurs with the sauropod Pokemon Amaura and Aurorus.
The makers of Quest for Glory IV have a lot of knowledge regrding Tarot cards, so you get several lengthy (though fairly impressive) fortune telling sequences giving the proper card combinations for the hero's past, present, and future, most of the important characters in the game, and the possible endings.
Metal Gear Solid loves doing this to the point where it starts messing with the dialog. We know you researched Aleut languages. In retrospect, it was probably a bad decision, because any attempt to write this knowledge into the story makes for some really awkward dialog.
Less annoyingly, the military tends to get a realistic presentation in the games, though it goes back and forth. The CQC featured in the games was developed by the series' military advisor, Motosada Mori, a former mercenary and SWAT instructor. He explains in an interview that it is best used in built-up areas during situations where there are multiple enemies close to you. He goes on to explain that it is a high level professional tactic that requires extensive experience with knives and firearms and will not necessarily work to your advantage in a fight. He also stated that it is best suited for use by Special Forces personnel. In other words, while it is a very useful technique, it doesn't make you nigh invincible in hand-to-hand combat as portrayed in the games.
For example, the methods and tactics used by the guards, especially during Alert and Search phases, are modelled after real-life techniques, including formations, doorway clearing, hand signals and group movement.
Metal Gear Solid 2 also delves so deeply into meme theory that some institutions use it to teach meme theory. And your mom said video games would never teach you anything.
Sometimes, it gets to the point where a character's only purpose is to demonstrate the amount of research that went into making the game. Nastasha from Metal Gear Solid was pretty much there to spout off technical info on nuclear weapons and the equipment you picked up, as well as ranting about nuclear proliferation. Sigint got this role in the third game as well. Both characters have worked for intelligence agencies and are on hand as experts, and Sigint went on to become the head of DARPA, so it makes sense that their role is pretty much to spout random facts.
While a lot of the information about genes in MGS is inaccurate, it's justified by the fact that Liquid does most of the ranting (according to Word of God, he doesn't have a very firm grasp on the subject matter), and the ultimate point of Naomi's personal story is that she's putting too much faith in genetics because it's her only hope of finding out who she is and where she came from. The stuff that they didn't get wrong is astoundingly well-researched.
In MGSV, the TGS 2014 gameplay footage showed Big Boss shaking his limbs as an idle animation while climbing. This is an actual climbing technique used to reduce lactic acid buildup. Being used by a character who is strong enough to lift a giant robot, and sprint for extended periods without rest. Still, if it'll increase his already-prodigious endurance...
Apparently writer/director Hideo Kojima is excessively fond of this trope, as his prior work Policenauts, in addition to being unavailable in English, deterred fan translations because of the precise technical terminology used in the Japanese release of the game, including the results of research in biology, astronautics, and history. In fact, an independent translator named Marc Laidlaw (the same guy who wrote the entire plot of Half-Life), spent time with a number of textbooks and other sources of research in an attempt to decipher the decidedly native-centric text dump which included college level colloquialisms and kanji.
The head admin of the MMO Lusternia is a writer, and he is very good at researching the aspects of real-world mythology that were incorporated into the game. For example, the skillset known as "Highmagic" is an extended love-letter to Kabbalah, with each individual skill accurately corresponding to an aspect of the Sephirot (Hod, Keter, Yesod, etc).
The sequel, Riven, requires you to figure out the D'ni numeral system (which uses a base 25 counting system) as part of solving a puzzle.
Even more impressive, the D'ni numbering system is actually a multiple-base number system, which utilizes a base-5 system to construct its numerals, and a base 25 system to allow for the concatenation of numerals to create numbers over 25.
The Demons/Personas/etc. you can obtain are all real mythological figures, drawn from everything from Vodou gods, to Judeo-Christian figures, to creatures and characters of Greek and Roman legends. The in-game compendium (first introduced in Shin Megami Tensei III: Nocturne) offers short descriptions of where each demon comes from. The artwork by Atlus's master designer and prolific series artist Kazuma Kaneko makes it even more delightful, giving every single monster its own spin while retaining a deep and clear understanding of who they are supposed to be. Even when the games choose to derive their characters from popular culture, such as the Hell Biker or Alice, they're treated with care and attention to detail. This has the added effect of people learning sometimes shocking truths about popular deities that appear in other games. Like, say, Shiva.
The sub-series gets one specific thing right that so many works across multiple mediums get wrong: Tarot Motifs. The "Social Links" are all built around specific major tarot arcana, and if you play them out and pay attention, you'll realize that, yes, these are in fact accurate representations of what the arcana are meant to reflect, even for the often misrepresented ones. This includes Death in Persona 3, which can look like it's being misrepresented as a "oh god end of the world thing" at first. Especially if you're attentive to what's really going on, you'll realize the motif is being used exactly right and it'll probably blow your mind.Persona 3 Portable's female route (that some would dismiss as fanservice) still sticks to the representations of the arcana in the new social links. Notably, it gives a new and deeper meaning for the Fortune (Ryoji Mochizuki), Moon (Shinjiro Aragaki) and Strength (Koromaru) Arcana.
The series also shows a sound grasp of Jungian psychiatric theory. "Persona" and "Shadow" are obvious, but Philemon being named after a character from Jung's Red Book (and serving much the same purpose!) makes it clear that the developers paid attention.
Class sequences involve being lectured (and often quizzed) on actual grammar, history, and the like (although generally on a 6th or 7th grade level); in Persona 3 FES, this includes a real discussion of tarot cards and paganism that's mostly on the level.
This also goes over to the protagonists' and antagonists' Personas. The names either reflect the characters' backstory or sometimes even future events in the game, to the point of almost being spoilers if you know your mythology. Persona 3 has en excellent example of the latter: Akihiko's initial persona is Polydeuces, better known as Pollux and the brother of Castor, Shinjiro's Persona, who together make up the constellation Gemini. Polydeuces was given immortality while Castor was fated for death, therefore foreshadowing Shinjiro's death. Also, the main Personas' models often also reflects the original myth (like every part of Orpheus's body being prosthetic except the head, since he was beheaded in the myth)
In Persona 3, Helel is one of the Personas needed to fuse Lucifer. Helel is also the name of a god in Canaanite mythology believed to have eventually evolved into Lucifer.
Persona 4 heavily features actual Nietzschean philosophy. In fact, a lot of the villains fall into the Nietzsche Wannabe category while the heroes and the rest of the setting come closer to his actual beliefs.
Yusuke's Persona, Ishikawa Goemon, has "Ixicava" written on his clothes, a nod to the inaccurate transcribing of "Ixicava Goyemon" his name was given after his execution.
Ann's Persona Carmen is constantly smoking a cigar. In the original novella and play, Carmen worked in a tobacco factory and is often depicted as smoking.
In addition to the demon/persona designs mentioned above, the mythologies are often worked into the plot; for instance, one sidequest in Shin Megami Tensei: Strange Journey involves Hariti getting a hankering for babies and requesting that you find a pomegranate to keep her cravings in check, since she's sworn off them. And the person who gives you said fruit for Hariti? Why, it's none other than Persephone. And they're just two of many denizens in the Shin Megami Tensei universe. Additionally, the series as a whole uses a fair bit of actual Gnostic mythology.
There's also the fact that Lucifer and Satan are separate entities (not only that, but Satan is generally depicted as working for God). This can be traced back to certain interpretations of the Judeo-Christian mythos depicting Satan as essentially the loyal devil on God's shoulder instead of the fallen archangel actively opposing God.
The original visual novel of Phantom of Inferno went into obsessive detail on the guns the characters used. Obsessive. It's borderline disturbing. It was toned down in the US DVD-play release of the game (which removed the option of letting you choose which gun you wanted to use) and was (thankfully) skipped in the
SimAnt has two lengthy chapters on ants in the User's Manual, plus famous quotes about ants and an appendix full of scientific terms. To top it off, they included an unreasonable number of ant puns. It's freaking fantastic.
Moving away from all this antagonism, other early Maxis Sim games such as SimEarth, A-Train and SimFarm have lengthy sections at the ends of their manuals devoted to the subject of the game (Earth science, the history of railways, a study of farming...). And they're all pretty damn awesome.
In SimEarth, the game itself is a fully functional integrated climate, life, and civilization model, not terribly unlike those used by the IPCC to determine the effects of climate change. In fact, the game itself is the best way to explain the gridded calculation method to non-scientists.
This seemed to be more common in the '90s, as Lords of the Realm and Jane's Fighters Anthology both came with a pamplet describing certain 12th century castles and their histories in the case of the former, and flight and air combat tactics and principles in the case of the latter (in fact the "pamphlet" was a book a few hundred pages long in the case of the Jane's game, which is not suprising given Jane's role in the game).
This was also for Copy Protection purposes: the game would ask you to enter a certain word on a certain line on a certain page to keep playing.
In certain countries such as Japan, Gran Turismo 4 came with a booklet a couple hundred pages long, that was filled with expertise from professional drivers describing basic racing strategies, and car dynamics and so on.
Speaking of Gran Turismo, the creator of the game was a former professional driver himself, who just won 1st place in his class of sports cars.
Astro Boy: Omega Factor for the GBA sets itself up as prime Adaptation Distillation through this trope, including as many characters from the original works as narratively possible, along with an extended character biography section, which includes information about their first appearances, and logical justifications for any changes that have been made for their appearance in the game.
The '90s Windows game Odell Down Under has surprisingly detailed information on a number of aquatic species found in the Great Barrier Reef. Every time you start a game or a new round in a game there's an info screen which gives you details about the fish you're playing as. The whole point of the game, in fact, is to keep your fish alive by having it eat what it actually eats, avoid predators, and get cleaned by cleaner fish. The sharks didn't always need cleaner fish however, thanks to the remoras that live on sharks and eat their parasites. There was even an in-game fish encyclopedia on the title screen that gave detail on other lifeforms you couldn't play as like plankton and algae.
Jigsaw, a time-travel Interactive Fiction game, includes extensive footnotes regarding the history (and Artistic License) involved. Several of the puzzles require or strongly encourage detailed knowledge of the Enigma machine, the works of Marcel Proust, and how to fly a B-29 bomber.
Deus Ex knew its paranoid conspiracies. Not only was it chock full of every conceivable conspiracy theory from MJ-12 to the Illuminati to aliens at Area 51, but it was also crammed full of real philosophical concepts and ideals, from Santayana to Nietzsche. Visit the AI in Morgan Everett's base if you need a small example of the research involved.
The second sequel, Deus Ex: Human Revolution, is filled with evidence that the writers spent a lot of time researching the real life problems associated with cybernetics and offered plausible fictional workarounds for them. Some of the electronic books you stumble across can be downright educational, and even when straying from fact to fiction it almost all feels very much on the hard end of Mohs Scale of Science Fiction Hardness.
The Call of Duty series tends to focus on real historical military operations. Even the entirely fictional Modern Warfare inserted some historical realism by using real buildings and structures featured in a level set in Pripyat, in the Chernobyl evacuation zone, and factoring them into the gameplay. After sniping Imran Zakhaev from the top floor of the Pripyat hotel which had been infiltrated in the previous level, the player and his spotter must move through the abandoned city's cultural center and streets, at the end going from the public swimming pool to the Pripyat Ferris wheel where they'll have to hold out until the helicopter's arrival.
On the subject of Pripyat, the S.T.A.L.K.E.R.: Shadow of Chernobyl team definitely did the research (including several trips to the exclusion zone). Overlay the map of the Chernobyl Nuclear Power Plant from the game and the real one from Google Earth, for instance. Also, Pripyat is *almost* dead on. Other locations (Agroprom, for instance) are uncanny. Seeing photographs of the building that Agroprom is based on is chilling. Even the faded mural on a side wall is the same as in game
The Xenosaga games have vast in-game databases that are updated with both real world and fictional information on matters biographical, historical and scientific.
More importantly, nearly all of the technobabble in Xenosaga is real or at least researched - you couldn't really use the EPR paradox for FTL communication, but how many RPGs would even suggest you could?
Eternal Sonata has, between chapters, historical accounts of Chopin's life, with real life photographs of scenery in the background.
Silicon Knights redid a level in Eternal Darkness because they found out that stained glass didn't exist in the time period it took place in.
Fallout, particularly, features this trope, as well as lampshading the setting's resident mutants; many are specifically assumed to be artificial. Sufficient (and rewarding) exploration reveals a detailed and clear description of how a mutagenic artificial virus designed to combat biological warfare interferes with the anaphase stage of cell division; this is, in many ways, the single most unrealistic and fantastic element of this plot point, but the game clearly takes its biology very seriously. Well, up to a point.
This was also the game that began its manual with three pages on the precise effects, graded by the scale of the bomb, of a nuclear detonation. Biology wasn't the only thing Fallout took seriously.
When Bethesda Studios took over the production of Fallout 3, they based it in Washington, D.C.. Their studios are based in a suburb of Washington, DC (Bethesda, Maryland; yes, we know, not a very creative name). This is why the landscape is so detailed: they know the area. Gamers based in the DC metro area noticed and praised Bethesda for it.
This◊ is a map of the real Washington, D.C. subway system. This is a map of the Fallout 3 version. The game wasn't meant to be perfect in its representation of D.C. (the real National Mall is much, much larger than the in-game version, for example, and there's a practical explanation for that), but Bethesda nailed little details beautifully, right down to the architectural styles of random buildings. Please pay a visit to D.C. and then go back to play the game. Scenery Porn.
Actually, Bethesda was founded in Bethesda, but has since moved to nearby Rockville (still in the D.C. suburbs). The attention to detail isn't just in the map, take a look at the western horizon in the game. Those gently rolling mountains don't just look like the Appalachian and Blue Ridge...
He formed the Legion by uniting several tribes and forming them into a militaristic government and state.
He compares his conquests in Arizona to the historical Caesar's conquest of Gaul, and his return to conquer the NCR to the crossing of the Rubicon.
The Legion not only all speak Latin, but also pronounce it correctly, using only hard Cs and pronouncing Vs as Ws. All but the most educated people west of the Colorado continue to call Caesar "See-zer," but the Legionaries use the historically accurate "Kai-zar."
The Legion uses historical Roman Legion ranks and organization, not just the more famous centurions and their centuries, but also more obscure ranks, such as the decanus, commander of the eight-man contubernium.
They also portrayed the Frumentarii, Roman 'military intelligence', an organization very rarely mentioned in fiction or popular books about Imperial Rome and usually known only by people interested in ancient history. Sure, the Frumentarii in game are much more sinister than their real-life counterparts (who were more intelligence analysts and tax collectors than secret police) but then again, they had to fit a 'tribal' nature of Ceasar's Legion.
They use the denarius silver coin as their currency, as well as the golden aureus, which is worth 25 denarii in-game, just as it was in ancient Rome.
They practice historical punishments such as crucifixion and decimation.
Similar to how Fallout 3 was modeled after D.C., New Vegas was modeled after the real Mojave Desert, even featuring actual towns such as Goodsprings, Primm and Boulder (known in-game as Boulder City) as well as locations such as Nellis Air Force Base, McCarran Airport (known as Camp McCarran) and Hoover Dam. The wiki devoted to the game is more likely to point out things that aren't right (for example, there's nothing much at the real-life highway intersection where Novac is located in the game, and Solar One is a bit south of that point, rather than north as Helios One is in-game) than things that are.
Fallout 4slightly downplays this in comparison to previous games, but it's still clear that Bethesda put a hell of a lot of effort into researching the Boston area when designing the Commonwealth. Just as a few examples, famous historical monuments and landmarks like the Bunker Hill Monument, the Old North Church and Paul Revere Monument, the USS Constitution, Fanuiel Hall, Walden Pond, Fort Independence (now called "The Castle"), Saugus Ironworks, and the Minuteman statue outside of Sanctuary Hills (which is located where Minute Man National Historical Park is in our world) are all where they roughly should be. Most of the differences can be chalked up to either Acceptable Breaks from Reality or examples of how the Fallout Universe is an Alternate History to our own.
Because of monetary reasons, many famous locations in the Boston area are replaced with Bland-Name Product versions of their real-world counterparts, but are still placed roughly where they would be in reality. For example, the Salem Witch Museum is instead called "the Salem Museum of Witchcraft," and both Fallon's Basement and Fallon's Department Store are references to Filene's and the associated surplus/overstock bargain store.
Related to the above, while Diamond City (located in the real-world Fenway Park) has no references to the Boston Red Sox since Bethesda couldn't afford the rights, many other details from the real-world park are still kept. For example, where the Nuka-Cola sign is located in Diamond City, there's a large Coca-Cola sign in approximately the same location and style in our Fenway Park. Also, the huge scoreboard that the residents of Diamond City revere as "the Wall/Green Guardian" is a real feature of Fenway Park's design, and its actual nickname is "the Green Monster." And if the player character looks up into the bleachers, they can find a single red seat - representing where Ted Williams hit the furthest ball in Fenway Park history, 502 feet from home plate.
In an interesting example of this, even parts of Boston are accurate despite them no longer being in our world anymore! Aside from Diamond City and Bunker Hill, the only other major settlement in Boston is Goodneighbor, founded in Scollay Square, the city's former red-light district. The Memory Den, which is found in Goodneighbor, has both its facade and marquee heavily based on Gordon's Scollay Square Olympia Theater (although the theater was roughly a block and a half away from where the Memory Den is in the game). Goodneighbor and Scollay Square are (or was, for the latter) centered around the Old State House (which is accurate to our real world), but it features a bar underneath the Old State House called "The Third Rail," based in an old subway station. The Third Rail roughly corresponds to the real world State Station, also based under the Old State House. However, Scollay Square was torn down in our world in 1962, and that evidently never happened in theFalloutUniverse. And finally, one of the streets closest to Goodneighbor - Newbury Street - is where Hubris Comics is located. Where Hubris Comics is in Fallout's Boston is roughly where the flagship location of real-world Boston comic book store Newbury Comics is located.
In a more subtle case, some weapons and gun mods are accurate to their real-world counterparts in ways not often pointed out in other media. For example, suppressors thoroughly avert the Hollywood Silencer trope since even on the quietest guns, they don't totally silence the sound of the bullet. However, suppressors also noticeably reduce a firearm's recoil, which is something not usually noted in other media. And on a related note, while Molotov Cocktails still play Convection Schmonvection straight since the Sole Survivor doesn't badly burn their hands when holding one by the bottle, actual oil is required to make them effective instead of only using alcohol (like in real life). Molotovs in 4 also, unlike in New Vegas, burn the ground/target for a short time after detonating - just like they do in reality.
Related to the above oil comment, most power sources not relying on advanced Pre-War tech (like those seen in the various settlements throughout the Wasteland) will run on oil - but not crude oil, since part of the Fallout Series' backstory establishes that there's virtually no petroleum left in the world. Instead, they run on biodegradable oil a la ethanol (which is also developed in settlements). Also, it's shown that one of the game's main factions, the Institute, is only able to frequently use plastics in their technology (which, on a similar note, are incredibly advanced in partbecause they utilize transistors, something that theFalloutUniverse didn't develop until 2067 before they were quietly ignored and then lost to history because of the Great War) is that they learned how to create synthetic plastics based on Pre-War records of companies like Cambridge Polymer Labs.
The Elder Scrolls V: Skyrim: The SabreCats encountered throughout Skyrim are designed with bodies more similar to bears than cats. However, this actually counts as a Genius Bonus on part of the developers; Fossil records show that the genus Smilodon had bear-like bodies far stockier than modern cats, with the most accepted theory being that this was an adaptation to take down larger prey like mammoths - and mammothsalsolive in Skyrim.
Virtually all of the various forts encountered across Skyrim are at important road intersections or other locations of strategic value.
Quite possibly the most impressive example of this, however, is with Skyrim's mineral make-up. As pointed out elsewhere, Skyrim is geologically accurate. Minerals most commonly occur in regions where they would naturally form - For example, gold is found in the Reach (where there's lots of compression and mountain-building) and iron is found in Whiterun (where there's lots of metamorphism).
The makers of Gabriel Knight appear to love research more than life itself. While the information is both useful and interesting, you'll be very glad that the game has provided you with a tape recorder that allows you to play back all the conversations that Gabriel has had with various Voodoo experts.
Developers of Command & Conquer Tiberium Wars contacted MIT students for input on the propagation of Tiberium, and even have a mocked-up scientific paper on the subject.
The original Age of Empires allowed you to click on any unit, piece of rock, shrub etc - then expand into an encyclopediac background history of said unit/rock/shrub. From a longboat to an elm tree, every item was meticulously mapped out in depth.
The sequel, Age of Empires II dedicated a large portion of the manual to historical information on every single unit, building and technology available in the game, as well as an extensive in-game encyclopedia of the various civilizations, events, technologies and other historical information on the middle ages.
Similarly, its successor Age of Mythology has a massive encyclopaedia dedicated to the mythological creatures. Right down to listing not just the names of the original Valkyries, but what each name meant.
World in Conflict does a frankly superb job of depicting downtown Seattle circa 1989. This would be expected if Massive Entertainment was one of the multiple developers based in the area, but they're Swedish. They even play with it by having the invading Soviets blow up the Kingdome, which was demolished in reality a few years before the game's release.
Infinity: The Quest for Earth features newtonian flight physics (no Space Friction here!) and includes, within it's procedurally generated 200-400 billion stars, the several dozen thousand that we know of, in an accurate position. However, it does occasionally fail physics forever in that it ignores most of the effect of relativity, notably time dilatation when approaching the speed of light. However, this probably constitutes an Acceptable Breaks from Reality, as there is probably no way to simulate time dilatation without making everyone else move in slo-mo - and if you introduce various people, all moving at the speed of light in their frame of reference, it's probably impossible to accurately represent it to everyone involved.
Dwarf Fortress is probably the only game in existence for which a geology textbook is a good substitute for a strategy guide (for the most part). The steps for creating alloys and certain types of glass are also 100% accurate, and most existing abstractions are temporary or deliberate.
If you look at the game files, it actually accounts for the specific heat of rocks and metals. (Some of which are actually wrong as of the current version, but will be fixed with the next release.) Talk about science!
Temperature has been implemented. Toady is now working on developing a magic system and making your livestock require food, and has indicated a longer-term goal of fixing the economy mechanics to account for things like supply/demand and inflation.
Much like Dwarf Fortress, the makers of Sub Nautica have taken the time to check their metallurgy — to an understandably lesser extent — silver ore is a component of lead, which reflects the possibility of using galena (a silver-bearing ore) as a source of lead, something that JackSepticEyefinds odd.
The person who made Hymmnos for Ar tonelico put some seriously extreme effort at making a language. See here.
Driver: San Francisco: The series villain, Jericho, attempts to get his hands on platinum and ammonia. While Tanner is baffled as to why, a chemist is called up to find that platinum's a catalyst that can create hydrogen cyanide when ammonia is passed over it. If you knew what you were doing of course.
By the end of the Wii survival horror game Cursed Mountain, you'll probably know all about the Tibetan afterlife.
The shipwreck-diving game Sea Rogue has a manual which lists hundreds of shipwrecks ranging from Viking boats from circa 1000 AD to the Titanic. The developers themselves include a disclaimer that this is not, and cannot be, all completely accurate information, but it is very impressive.
Brothers in Arms series, the games show off an incredible amount of historical documents in their extras section, on-site photo of rural France areas (and comparison between their own in-game buildings and their real life counterparts). The military advisor for Gearbox Software is a retired veteran general.
Europa Universalis (the third one at least) is both played straight and subverted. Go to Europe, and you find an amazingly accurate map of 1400s Europe, complete with a plethora of Holy Roman Empire one-province minor nations. Go to Asia, and you find a Japan that is not only consistently unified from 1399 to 1821, but lumped into an "East Asian" (whatever that means) culture group with China and Korea. You can tell why it's called Europa Universalis.
Even in Europe, though, there are errors - Hungary is included in the "West Slavic" culture group, and a few things are changed for balance reasons.
There are many game mods that help fix most of the inaccuracies, most notably Magna Mundi (which is made ofShown Their Work).
Spider-Man: Web of Shadows showed a bit too much work. At one point, Wolverine suspects Spider-Man has been possessed by one of the symbiotes currently ravaging New York Citynote He has, but unlike the rest of the victims he's still in control. During the following boss fight, he stops periodically to ask trivia questions. Said trivia questions are very obscure references to continuity... which can lead to problems since your answers will affect the Karma Meter.
Obligatory film link here. And when Spidey says "That's not in my online wiki entry." he isn't even lying. As per typing this, his parents' namesnote Richard and Mary are not in the Spider-Man article.
Tatsunoko vs. Capcom does a lot of research in regards to the material of Tatsunoko, which is a given, considering that the people who worked were fans of the shows.
Epic Mickey is built on this. The secondary protagonist hasn't had a film appearance in 70 years (neither has one of the villains, Dr. XXX), your allies the Gremlins haven't even been in a finished Disney film, and even things as insignificant as the barrels are based on Disney history.
Plus, anybody who's spent enough time at Disneyland can navigate a lot of the locations from memory, since the game takes place in a Crapsack World version of Disneyland.
LEGO Batman does a lot of it, the Bat Computer has a lot of information on it, showing facts about the Rogues Gallery and even facts about Villains you don't even know about, such as Penguin's father dying from pneumonia on a rainy day, and Penguin's mom forced him to carry an umbrella.
In the Japanese version of MapleStory, when developing the Hayato and Kanna classes and related content, the development team has researched alot about Japanese history as well as media related to the Sengoku era.
Touhou: The amount of mythology that ZUN is familiar with isn't generally apparent in the main games, where the emphasis is more on creating something fun. But in the side materials it can get a bit nuts, with plots based on obscure Shinto rituals (and now Bhuddism, too).
And the fandom takes this Up to Eleven, with doujinshi plots often hinging on or driven by more obscure pieces of the lore about the youkai characters.
Umineko: When They Cry. OK, cabbala doesn't work exactly that way, but the author obviously did some research, as he uses some basic and not well-known concepts of magic (like, "a part equals the whole").
He sure did read up on the Key Of Solomon. The magic circles used in the series do show the meaning they're supposed to represent.
THQ are huge wrestling fans and they put in a staggering amount of work to get the storylines and angles as accurate as possible. No Mercy faithfully recreated the McMahon\Helmsley era, Smackdown! had accurate depictions of everything from the draft to Booker T and Golddust, and Smackdown vs Raw? Well, the Legends Tour begins with Foreign Wrestling Heel Mohammed Hassan being detained at the airport, then goes on to make digs at the Montreal Screwjob, a recreation of the legendary Hell in a Cell with Mankind and The Undertaker, "Stone Cold" Steve Austin playing to the crowd, the list goes on.
Halo: Despite what the games would have you believe at first glance, the entire universe is well thought out (such as with the workings of all weapons), particularly in the novels.
In Halo 3, during "The Ark", the Milky Way is hanging in the sky the whole level. At one point, the Master Chief offhandedly mentions that they're beyond the rim, and 343 Guilty Spark says, "218 light-years from galactic center, to be precise." This adds up 262,144 light-years. The Milky Way is only 100,000 light-years in diameter. Nerds rejoiced.
Of particular note is Halo's method of FTL; the slipstream space. Characters in the Expanded Universe - read: Dr Halsey - go into exhaustive detail as to how the sliptream functions, where it is in regards to our contemporary perspective, and just how mind-bogglingly weird it is compared to normal space-time.
Sharks have a reputation of being mindless, bloodthirsty killers of humans. The writers seem to know this is entirely false,note sharks don't even like the taste of human flesh, in fact based on the following quote:
GlaDOS: Excellent! You're a predator, and these tests are your prey. Speaking of which, I was researching sharks for an upcoming test. Do you know who else murders people who are only trying to help them? Did you guess "sharks"? Because that's wrong. The correct answer is "nobody". Nobody but you is that pointlessly cruel.
Age of Mythology has an entire in game encyclopedia that has some pretty in depth descriptionf for all soldiers, buildings, heroes, monsters, trees, animals, technologies and pretty much everyhing that can be selected. Fictional characters and joke units have corresponding descriptions, but the rest are pretty accurate.
The Civilization series featured a similar database in its Civilopedia.
The Civs themselves are all designed to play like their real life counterparts and try to encompass multiple historical features. They also have a tendency of averting Small Reference Pool and including Civs that would only be known by major history buffs at best. Even some of the Civ's AI behavior (In Civ V, Zulu would tend to attack with the Bull Horn formation. In Civ VI, America tends to be expansive, but only to his Continent and heaven help you if you cause trouble. Even the "joke" about Ghandi being nuke happy can come off as this, as India's real life nuclear program is more of a defensive measure with a "second-strike only" policy, which is what you would expect from a pacifist whose limited to a small empire.).
In Civilization IV, Tanks are conspicuously capable of learning siege promotions; this is due to the fact that the vehicle they're modeled off of, the M4 Sherman, had a 105 mm gun variant capable of using its gun as an indirect fire weapon, a tactic used to great effect on the Western Front of World War II.
In 2008, one fan wrote a blog post to discuss Hermetic lore as used by Golden Sun: the principles of the four elements, Alchemy and the Philosopher's Stone, the all-seeing eye (The Wise One)... and used additional Hermetic lore to predict with incredible accuracy that a potential sequel's plot could involve powers outside of Alchemy and the four elements, likely derived from celestial objects, such as the sun and moon imagery presented in the first game. Proving ahead of time that Dark Dawn's writers did do their research, they just had iffy execution.
For L.A. Noire, Team Bondi and Rockstar used over 180,000 photographs to map out and detail 1947 Los Angeles.
In addition to the cars, fashions, mannerisms, etc. of the late 40's. The plot is even loosely based on a real world housing scam as well.
The team behind the Red Baron series did a considerable amount of research into World War I combat aviation, and it shows in the attention to detail given to the physics engine and the aircraft designs. They also included a great deal of supplementary information. Much of it is solely educational flavor, but a significant portion consists of tactics and maneuvers which are quite useful in-game.
There's a PlayStation 2 game called Dogs's Life, where you play as a dog named Jake and can control other dogs. A focus point about the game was making sure the dogs act like dogs, instead of the cartoony dogs we're used to. The dogs are quite accurate both in design, size, and behavior. They trot like they should, move like they should, and generally act like dogs aside from a few Rule of Funny moments.
Total War: Shogun 2 uses a woodblock printing art style all over the place. Creative Assembly had their artists study traditional techniques for over a year to get it right.
The two Buffygames on XBOX, the first in particular, are very accurate in capturing the look, feel, and humor of the series. Numerous references, Call Backs, and Call Forwards are used, as are most of the voice actors.
Two of the Kim Possible games for the Game Boy Advance; Drakken's Demise and especially Team Possible, play almost as lost episodes of the series. It starts with the same type of zany plot the show is famous for (a plot to steal Kim's photo album to lead her into a trap set by Monkey Fist, then the album taken by the Senors to a night club in space) and it goes uphill from there.
Westwood Studios' Dune II and Emperor: Battle for Dune depart heavily from the Duniverse with regards to storyline, factions and characterisation. That said, the dialogue in particular is so chock full of tiny references and nods to the books that one gets the feeling that with all the liberties taken, the makers still knew the books by heart.
They also managed to replicate DavidLynch's style to a tee during cutscenes.
CyberConnect2 and Asura's Wrath, most definitely: This page describes the extensive amounts of Buddhist symbolism in the game, and inspirations for its visuals. Just for example, the way the Demigods are injured is made to resemble the damage done to old Buddhist gilt lacquer statues.
Trauma Center: Under The Knife has the GUILT diseases being based very real and very frightening diseases not well known by the average joe. Also it subverts the idea of using a Defibrillator to get a pulse during the first game (which is a huge no-no in reviving a person's heart)
The Legend of Zelda: The Wind Waker, a game once widely derided for its supposed cartooniness, includes in its large ocean overworld effects that simulate the effect of the atmosphere on distant objects, including the gradual fade to blue of a distant object due to the increasing thickness of air between the observer and the object and the "sliding down" of an object below the horizon caused by the earth's curvature on an object that is far away and moving away from the observer.
There's an enemy clan that consists of ninjas. While they do use the stereotypical flair that ninjas are known for, you'll encounter them while they are disguised as a generic NPC like a traveler or merchant, which can cause many players to be caught by surprise. This is a trait that real life ninjas actually used to assassinate their targets since no one would suspect a peddler or a peasant.
Lightning strikes during storms can cause fires to nearby trees and grass if struck.
The desert region is very hot, which will sap Link's health unless he has protection from the heat. There's a certain set of clothes Link can obtain, which looks like something a person living in a real life desert would wear to beat the heat, and the clothes in the game give a bonus of heat resistance when the whole set is worn. Not only that, but going to the desert at night causes Link to feel chilly, just like how real life deserts can get extremely cold.
Death Mountain has a lot of lava everywhere, which makes the area very hot naturally. However, if Link gets too close to the lava, he'll actually catch on fire, which completely avoids the Convection Schmonvection trope that most video games employ. Not only that, but if Link sails in the air over the Death Mountain region, he'll actually burn up due to the air rising from the lava being dangerously hot.
The Mario Golf and Mario Tennis series use real-life golf/tennis terms (which is sort of a given), to the extent that many of the games have a term dictionary built in.
This is especially true with the handheld games, as they're essentially RPGs set in a sports academy, with golf/tennis rounds in place of battles. Some of the training mini-games explain and let you practice real-world techniques, like the different kinds of serves in tennis.
Letters used in game are derived from Glagolitic – the eldest Slavic alphabet.
Siege tower is based on attempts to reconstruct Helepolis, the gigantic siege tower used in the Siege of Rhodes in 305 BCE.
Also other siege engines like counterweight trebuchet and ballista are based on reconstructions, but are bigger, fling bigger pojectiles and have much longer range than real life examples.
Foltest: "That was a ballista, Excellency. Its arms strengthened with bronze plates and strung with horsehair, it can propel heavy bolts up to a mile away. A deadly and very costly weapon. An experienced crew can cock and release two bolts each minute. Yet it has one flaw." Shilard: "Your Grace, please take cover!" Foltest: "The recoil of the arms is so strong upon firing... (another bolt flies) that the weapon shifts. It simply cannot hit the same spot twice."
Buldings and interiors are based on historical reconstructions. The architecture style of temples are mix of Gothic (portals, arcs, stained glass) with massive Romanesque towers. Amphitheater in Loc Muinne are based on ancient Greek theatres. Wooden crane from Flotsam was inspired by an analogical structure found in Gdansk, Poland.
The stone statues of Vaiopatis, hidden in the forest near Flotsam, are based on the existing remains of pagan cultures, mostly on “Zbruch Idol”, a stone statue of Svantevid, Slavic god.
The massive use of medival heraldry (e.g. Temerian coat of arms are based on the arms of "France Moderne").
Armors of Keadwen, Temeria, and Nilfgaard are based in turn on XIV, XV and XVIc. armors, to depict technological advancement of specific nations.
Design of steel swords are based on Oakeshott's typology of blades, pommels, crosses and grips. Sometimes they uses flame-blade, side rings, finger rings and/or flukes, based on renaissance real life examples (like flamberge).
Various references can be found in paintings (Danse Macabre), sculptures (Venus figurines) and fashion (selectively chosen items, clothes and styles from XV and XVIc. fashion).
The developers of Scribblenauts. Over 22,802 words, and artists have to draw a sprite for every word. Wow.
Technically less than that, since a lot of sprites have multiple names applied to them, but it'd still be an impressive number regardless.
Being a simulator of sorts, World of Tanks is filled with little details that would almost certainly be absent without all the care and hard work that Wargaming.net puts in. The developers are known to do things like observing in-game tanks in person at museums and the like, then making slight adjustments to the game models and armor values to better reflect the actual vehicle.
This level of detail extends to the sister game, World of Warships. In the models alone you can see all the bits and pieces you'd expect on a combat ship. American ships for example have a chute of helmets for the crew, as well as a first aid kit at each anti-aircraft station on the ships that partook in World War II. The configurations of the ships are also accurate. The Japanese Battleship Kongo has very little armor at the start, and almost no Anti Aircraft weaponsnote Being developed from the British Lion Class of Battlecruisers before World War I, aircraft weren't viewed as a major threat.. The final configuration turns the ship into an anti-aircraft hedgehog, since by 1944, it was clear that Carrier Aviation was clearly superior to any Battleship.
The Endless Ocean series is absolutely loaded with heavily researched information about all manner of sea life. Just about every single animal you interact with comes with a load of provided information, even the most obscure and little-known deep-sea life to common and unimpressive inch-long reef fish get at least one page worth of information about their feeding habits, biology and other quirks of their behavior if the player decides they want to learn about them.
Although it's quite clear the T and G viruses do whatever the hell they need to have happen to further Resident Evil's plot, it's also quite clear that the developers did some serious homework on virology. Many of the files are loaded with Genius Bonuses, but most notably was Sergei Vladimir's "partial immunity" to the T-Virus. Such a thing actually exists in real life; it's even the principle behind how viral vaccines work.
A well-known quirk amongst the Speed Runner community in Resident Evil 4 is that Leon runs his absolute fastest with a grenade equipped, but this is actually rooted in fact. Soldiers and police are trained to run in a controlled and deliberate manner when carrying a firearm, which of course wouldn't be a full sprint. However carrying small weights in each hand (like a grenade) will speed your sprint up because it improves balance and widens your stride. It's not entirely accurate as technically he'd need a grenade in each hand, but it's far from being a glitch or oversight.
The Big City Adventure series has a wide variety of interesting facts about tourist attractions in cities from San Francisco to Tokyo. Similarly, 80s edutainment game Are We There Yet? gave basic facts about two mostly-obscure tourist attractions for every state in the US.
In The King of Fighters XIII, there's a stage set in London, England featuring police officers in the background. You'd expect the navy-suited officer you see in most other out-of-country works that feature England as a location, especially since it's a game, right? Wrong. The officers are in regiment gear, radio, 'Police' patch, and to top it off, hi-vis jacket. See for yourself.
Nearly every installment of the Nancy Drew games features this to some extent. The plots incorporate random in-depth knowledge about locations, histories, historical figures, and legends from around the world. Oftentimes there are books lying around full of fun trivia. The puzzles might involve real codes, secret signs, or (usually) well-translated foreign languages. The games can teach you about the periodic table, how to read sheet music, how to lift fingerprints, how to play card games, the list goes on. One game even includes a pretty tasty cake recipe.
The events of BioShock Infinite - a flying city, cybernetics, alternate universes - may be fanciful, but the game absolutely nails the attitudes and prejudices of late 19th/early 20th century America, from the religion to work to money. Despite the fact that it takes place in an Alternate Universe, a lot of the information it gives is accurate to how people from that time would explain it.
In the MMO, UCGO, players are able to pilot a humongous variety of Mobile Suits, Fighter Jets, Tanks, and more from various Gundam series taking place in the One YearWar. The makers of the game even made sure everything in the game was in a 1:1 scale!
Despite the large amounts of Artistic License and Rule of Cool, Primal Carnage has a few subtle hints that the creators did their research. The Pteranodon walks on all fours, is toothless, launches quadrupedally from the ground, and is explicitly stated on the official site NOT to be a dinosaur. The Dilophosaurus is correctly sized and lacks a neck frill. The theropods have non-pronated hands, and one of the available skins for the raptors is fully feathered. Finally, the Carnotaurus has stubby forelimbs with no visible claws and is correctly portrayed as a Lightning Bruiser with a difficult time turning at top speed.
As noted in this analysis, Phoenix Wright: Ace Attorney – Dual Destinies did a pretty accurate portrayal of sensitive hearing, in regards to Athena Cykes. Most notable instances are, the headphones that gave her headaches but actually were dampening her ability through specific frequencies and how Athena covers her ears when suffering sensory overload. Even Athena's detection of discord in the human voice fits.
Tears to Tiara 2: Surpassing the first game. The amount of details corresponding to the Classical period, the Punic Wars, and Phoenician mythology is amazing.
The Hero is based on Hannibal Barca but named after his father. Monomachus is a real life Carthaginian general under Hannibal. Enneads is a book on Neoplatonism. Dion is short for Diogenes. Charis is one of the three Graces. Laelius is general and friend of Scipio Africanus. Aemilia is Scipio's wife. Ashtarte, Tanit, Eshmun and Melqart are all real Phoenician gods, and were really at one time thought of as two gods, Tanit-Ashtarte and Eshmun-Melqart.
Tamar is roughly Toletum. Avron is a mix of Hibera and Emporion. Tartessos, a mix of Atlantis and Tenochtitlan, is named after one of the earliest Phoenician colonies on the Iberian Peninsula. Cemenelum, part of modern Nice, was the capital of the Roman province of Alpes Maritimae. Imperial Capital Alba Longa, based on Ancient Rome, is named after the real city state that founded the Latin League and was a major rival to Rome. Carthage appears with its Phoenician name of Qart Hadast.
Sensible World of Soccer was practically an encyclopedia of mid-1990s soccer teams. The game featured around 1500 teams from countries all around the world, and included individual statistics for tens of thousands of players.
In Mega Man's debut trailer, there are brief cuts to a screen inside Mega Man's head showing silhouettes of different Robot Masters he's defeated. All of the Robot Masters shown are in the same poses as their official art, and Guts Man is even shown with a Light number rather than a Wily number, due to being created by Dr. Light rather than Dr. Wily.
Mega Man's Final Smash involves summoning alternate-continuity versions of himself, all of which fire a laser with their left arm...except for MegaMan.EXE, who fires with his right arm, like in his original game.
In particular, this reflects the handedness they seemed to show in their original series, where most actually had Ambidextrous Sprites but were usually facing to the right. Most of the Mega Men shoot with the hand farthest from the screen, which when facing right is their left hand; EXE alone shoots with his near (right) hand in his source series.
It's not just Mega Man. This video analysis does a pretty good job showcasing the small nuances put into Little Mac's design and moveset for Smash 4 to make him believable as a fighter. It goes into why Little Mac has a poor air game, why he uses certain kinds of punches, and even the reasoning behind his idle and dashing animations. Sakurai definitely did his homework.
The Last of Us: Leaving aside the aversion of Real Is Brown, which is based on things like "Life After People", disaster survivors like Bill do tend to talk to themselves after extended periods.
Apotheon is a 2D action platformer embedded entirely within the world of Greek Myth.
Alone in the Dark: The flavor text in Illumination was written by someone who seems to have at least played through the original games, as they contain specific plot details that don't appear on the Wikipedia page.
Support conversations involving Miriel in Fire Emblem Awakening tend to involve accurate information on real life scientific phenomena as varied as muscle memory, the relation bewteen the heat of a flame and it's color, the effects of a Kiai, and some more.
The attention to details of the individual ships' history in Kantai Collection is quite long, from the characters' lines to their rigging to their damaged artwork. For example, battleship Yamato detests the nickname "Hotel Yamato" due to the fact that her historical counterpart was actually nicknamed "Hotel Yamato" because of having some of the best living conditions for sailors at the time.
Heavily Played With in Ark Survival Evolved. The game takes many liberties with the design of its prehistoric creaturesnote Most of which is a mix of Rule of Cool and Rule of Fun, but it also does take the latest research on the field of paleontology in accord. A good example is Spinosaurus. Fossil evidence in 2014 shows Spinosaurus had very short hindlegs, as opposed to its popular depiction of having long hindlegs typical of carnivorous dinosaurs. Ark is probably one of the first dinosaur-related media to portray the creature in the new short-legged depiction.note Although the game depicts it as a full-blown quadruped, which is controversial. Yet, Ark also fails in other aspects like having some dinosaurs such as Utahraptor being largely scaly (yet the Troodon, Megalosaurus, and Therizinosaurus have feathers) and almost all the dinosaurs having the wrong wristsnote This may seem like a very minor detail to the uninformed, but dinosaur wrists face out to the sides rather than up and front like a human (or old dinosaur books). Their wrists would break if they were positioned like a human..
Mortal Kombat X: NRS did an extensive research while designing Kotal Khan, making him quite possibly the most accurate depiction of an aztec god (Huitzilopochtli) in western media to date. To wit:
Kotal's whole body is covered in ceremonial blue paint. Huitzlipochtli was depicted as a man with blue skin
Kotal's armor (particularly his helmet) is accurate to the way some scholars think the armor of Aztec's elite warriors (Eagle Knights) were.
Kotal's weapon of choice is a Macuahuitl, the armor used by Aztec warriors. He also wields an obsidian knife called Tecpatl which was a ceremonial knife used by aztecs priests to present blood offerings to the gods, something that Kotal can also do.
His three combat variants (War God, Sun God and Blood God) can be seen as representating the different aspects of Huitzilopochtli, who not only was the god of war but also a sun deity and thus, he was fed with human hearts.
His different combo attacks are named in nahuatl, the Aztec's Empire official language.
Even the name of his race (Osh-tek) is an allusion to the Aztec.
Mirror's Edge: Catalyst is based on Le Parkour, as most people know. The designers evidently went to great lengths to keep things plausible: everything Faith can do in the game is possible for an expert traceur, including surviving long falls (~20ft/6m) by rolling upon hitting the ground. One video even argues that Faith's seemingly superhuman endurance is possible for a well-trained athlete in peak physical condition (which Faith would be if she was running like that every day), assuming that only the core story missions are completed, ie, no side missions and no random exploration of the city looking for collectibles.
Children Of A Dead Earth bills itself as "The most scientifically accurate space warfare simulator ever made.", and it's easy to see why. The developers focus heavily on using real physics for making spaceship equipments and space combat, and provide massive options for players to create equipments using real parameters to tweak their performance to their liking. The developer even has a blog about the science behind the game. The massive focus on realism does come at a cost, however: the developer's decision to stick with functioning technologies (and ones that have enough detailed information so players can tinker with them) does mean that more speculative technologies like fusion power and engine, or classified technologies like nuclear shaped-charge (so no Orion Drive or Casaba Howitzer, the weaponized version of Orion bombs), bomb-pumped laser or particle beams (which is due to classified research and limited study in its damage effect) are being left out.
Final Fantasy XIV has the Sundrop Dance, a dance performed by the Vanu Vanu beastmen tribe to intimidate their opponents before battle and the player can learn the dance as an emote. The dance is based off the Haka dance that was used by the Māori tribe in New Zealand to show off their strength before entering battle. While some players argue that the female version of the dance in game looks too soft compared to the male version, the real life version of the female's dance is the same in game. Watching certain Vanu Vanu performing the dance shows that both male and female have their own versions.
The first game of the Outpost franchise had according to The Other Wiki as developer an ex-NASA scientist, and it shows well -among other things no FTL to speak of, a realistic interstellar ship powered by a fusion drive, a nuclear weapon launched against the asteroid Vulcan's Hammer that seeked to divert its path instead of breaking it apartnote Most Real Life ideas to defend against asteroids revolve about changing their trajectories, not destroying them, the stars where you can go being Real Life ones (the planetary systems are totally fictional), and the planets are basically Real Life Solar System bodies ( all terrestrial planets (except Earth), the Moon, Ceres -the largest body in the asteroid belt, now a minor planet-, Phobos -the largest moon of Mars-, Pluto, and as uncolonisable ones Jupiter and Saturn) with the Serial Numbers Filed Off-
As far as remakes and remasters go, Vicarious Visions did an absolutely incredible job of this with their latest work, that being Crash Bandicoot N. Sane Trilogy. Despite being built from the ground up, much of the game comes very close to what the originals were like, if not exactly capturing how the original game was. This goes doubly so for Stormy Ascent, in which the team reportedly played the level over and over again in order to prepare for designing it for the remaster and The High Road, where the Good Bad Bug of being able to run on the ropes of the bridge and easily bypass 90% of what would otherwise be That One Level is replicated. Even with the new features added in, it still does the original justice. So much justice, in fact, that Naughty Dog themselves (for those who are unaware, Naughty Dog are the creators of the original Crash games the remasters are based on) gave overwhelmingly positive feedback on it.
Lock picking in the Splinter Cell series is very realistically depicted, with Sam properly using actual tools (a torsion wrench and a hook pick) to single-pin pick the locks he encounters.
Future Tactics features enemies wearing powerful bullet proof vests that take a lot of abuse from projectile weapons before going down, yet go down easily to melee attacks. This is based on how, in real life, a Kevlar Ballistic Vest works by preventing the bullet from penetrating the body and distributes the force of it over your entire chest: they will do little to resist blunt blows from a melee weapon, and a knife will slice through the fibers with little difficulty.