Though they publish other titles under their banner, Bethesda Game Studios proper is known for two things: the Elder Scrolls and Fallout. Lately they've been alternating between the two, and it's worked out pretty well for them (and for us). Even though the setup for each franchise is somewhat the same when it comes to size and scope and even some of the mechanics, the real differentiator here is the setting. Fictional worlds don't get much more different than Skyrim's dragon-infested fantasy countryside and Fallout 4's mutant-ridden nuclear wasteland.
These storied universes have their own history and lore, so we absorb them as separate entities. But if this new easter egg in Fallout 4 is any indication, the Wasteland and Tamriel might be one and the same. The big hint comes on the Prydwen, the Brotherhood of Steel's big-ass JRPG-esque airship. Down in the science lab, you can see the product of an experiment on a series of plants.
The botanist who worked on this particular set of flora is no longer around (more on that in a sec), but the plants seem awful familiar. In fact, they look strikingly similar to an herb called Nirnroot in Skyrim.
Maybe you could switch it around and say that Nirnroot looks a lot like the "Experimental Plant," albeit with a much more natural color. But hey, maybe Bethesda was just kind of lazy and reused some leaf models for this thing and recolored them to cover their tracks? That might be the case, if it weren't for the log entries on a nearby computer in the Prywden lab.
One of the logs notes that the Exprimental Plants only grow by the river, which is suspiciously similar to the Nirnroot, which "grows only by the water." It's also worth noting that both plants glow -- while that's not necessarily crazy in either universe because of magic and/or radiation, it's noted in the Fallout 4 logs that the experimenter is "100% sure it's not radiation, but bioluminescence" causing the aura of the Experimental Plant. The logger also wrote about the restorative properties of what they called the "Glowleaf," a healing trait it shares with the Nirnroot. To cap it off, each of the entries is labed with "NRT." You know, like NirnRooT.
So is Skyrim a prequel to Fallout 4? Not exactly. Remember, the Brotherhood created this plant in its experiments, so it couldn't have been around during Skryim's era... which implies that the two are actually switched around. The Elder Scrolls games are sequels to the Fallout games. Everything we might consider "magic" in the game is probably a result of thousands upon thousands of years of radiation. Hell, for all we know that dragons are basically flying Deathclaws. Following that logic, this would make Skyrim the scariest game ever made.
This isn't the first time a video game has referenced Doctor Who's Weeping Angels, but it's probably the most terrifying. We already covered how The Witcher III has a short sequence in which statues follow you around, but only look away. It was a reference to the Weeping Angels in Doctor Who; if you're not familiar because your friends won't fucking shut up about the show and you refuse to watch it out of spite, the Weeping Angels are demons who take the form of classy stone statues. They won't attack you unless you're not looking at them, and when they do they'll send you back in time and feed on the life you would have lived. It's a disturbing reference wherever it pops up, but Call of Duty: Black Ops III found a way to make it even worse.
See, the futuristic shooter has a map called Nuketown, a remade map of a remade map that has historically taken place in a fake city used for nuclear testing. Previous versions of Nuketown were complete with mannequins that were supposed to represent the civilian casualites of a triggered nuke. In Black Ops III, these mannequins are now creepy-looking androids straight out of I, Robot. You'd be forgiven if your first instinct is, say, going around to each of the stationary mannequins and shooting their arms off.
But doing that might be a mistake. Because upon dismembering the last mannequin, something changes. Don't worry, it's not you -- it's them.
Yes, that mannequin magically has arms once more, but the more important thing is that it lashed out at the player who brutalized all those display models. Every second you spend looking in the other direction is one second these mannequins are desperately trying to reach you in an effort to fuck you the fuck up. Whenever you turn around, you're bound to see a handful of the raging robots mid-stride, a snapshot of their seething hatred for you and presumably all humanity.
Keep your back turned too long and your pursuers can and will succeed in murdering you for the no-good, dirty synth-hating scum that you are. Don't worry, the mannequins won't attack you unless you attack them first. The good news is, you almost definitely probably don't have to worry about this happening in real life. It's not like there's a killer mannequin behind you right now. You don't have to look.
But it probably wouldn't hurt.