The style is inappropriate.
What might be a simple exercize turns into a complicated one, as soon as players are factored in.
The simple transposition of an event from this world turns into a nightmare. There is no way to do it properly.
In this world, documentaries on a post nuclear war were produced. FA draws inspiration from that era.
A writer could as well transpose that kind of productions to the FO world.
These clips could be that. They could be something else.
When a writer wants to elaborate the FO version of this world documentaries on a post nuclear war, it must be taken into account that the nuclear war happened in FO.
In the FO world, documentaries contain speculations that later revealed to be predictions.
Speculations (to be turned in predictions):
Life in a post war world? yes.
Mutant life? Yes
Kind of life lived and how? Yes.
Looks of people? Yes
This is where the twist kicks in.
This logical sequence might appear illogical to players who do not like predictions.
In order to accomodate these tastes, a writer might want to introduce a level of error in the speculation.
Basically, that could be that perception is not useful in the depicted situations. Or is useful in other situations.
Or that the mutants have a different look etc
By doing so, the writer might mislead people into thinking that perception will be useful in other situations. Or that there will be some additional mutant content.
In other words, it might spur players into expecting to see what is reported in the clip in the game.
When it is accurate, players might find that illogical, based on their tastes.
If it is not accurate, players might expect to the inaccurate version to be the game version. The way a feature is depicted must represent the way the feature is in the game (in addition, that could be seen as false advertizing)
No proper way to do it.
Yet, on the paper, a simple exercize, called for by the inspirational material.
No surprise that writers struggle to produce decent stories in video games.