DraQ
Arcane
This.BTW I don't think this is that unusual. I'd be very surprised for instance if DX:HR didn't have scientific consultants. That game had tons of plausible technobabble.
Anyway, the point of having scientific consultant isn't changing plot-critical or setting critical-stuff. It's verifying that stuff that isn't plot critical isn't just plain fucking derp, and that stuff in critical positions but replaceable by something else gets replaced by the least derpy equivalent possible.
If you make a game, you're probably aiming for having a lot of people playing it. If this game isn't complete dudebro derpfest, quite a few players will be intelligent fellows with various kinds of education - students, experts, scientists and even just geeks of all sorts.
If you have neither a clue nor someone with a clue at hand when devising various aspects of your conworld, chances are, that quite a lot of them will spend more time facepalming than playing your fucking game. Not having the right consultants fucking shows.
OTOH having proper consultants serves as a great way to add extra value for people interested or otherwise involved in the subject in addition to improving the conworld's consistency for everyone.
Again, the point isn't replacing your juicy intended absurdity with dry mundane shit. It's avoiding unintended absurdity.
Take Anachronox, for example - it's hilariously and unpredictably absurd game almost all the time. When it needs to be. When it doesn't? Poof, newtonian missiles.
And it's fucking better for it than it would be otherwise.
As for DX:HR, it shows they had consultants for their augmentation needs. Shit's pretty monocle and I really enjoyed reading the e-books regarding augs.
Unfortunately it also shows they didn't have a consultant for genetics. Every single time they mentioned DNA and AJ being ahead in evolution I fucking cringed and rolled my eyes. It diminished my gameplay enjoyment at least as much as the derpy boss battles did.