From cinematography, two big examples "that may have people leave the theater, then":
-- in Clint Eastwood's Unforgiven, the Sheriff (Gene Hackman) re-telling the story of English Bob:
> You see, the night that Corky walked into the Blue Bottle, and before he knows what's happening, Bob here takes a shot at him! And he misses, 'cause he's so damn drunk. Now that bullet whizzing by panicked old Corky, and he did the wrong thing. He went for his gun in such a hurry that he shot his own damn toe off. Meantime Bob here, he's aiming real good, and he squeezes off another, but he misses, because he's still so damn drunk, and he hits this thousand-dollar mirror up over the bar. And now, the Duck of Death is as good as dead. Because Corky does it right. He aims real careful, no hurry... [...] BAM! That Walker Colt blew up in his hand, which was a failing common to that model. You see, if Corky had had two guns instead of just a big dick, he would have been there right to the end to defend himself. [...] Well, old Bob wasn't gonna wait for Corky to grow a new hand. No, he just walked over there real slow - 'cause he was drunk - and shot him right through the liver
-- the scene in Vince Gilligan's El Camino, in which a bunch of gunners is so hijacked by the unpreparedness to the havoc that most bullets end on the scenery.
Not documentaries, but statistically relevant like the ten "black" in sequence at the roulette, frequent as the wheel is having well over a thousand spins.
There's a reason why pretty much ever single new tactics game got rid of the probability based hit chance. It's a dead end in game design.
And personally, in front of "UFO: Enemy Unknown" I lived the pleasure of the masterpiece, not the balanced game - some of us have little taste for the win-and-lose. We learnt assembly when we were kids to make those sides of the gameplay adapt to our will - and went on hacking since.
Of UFO/XCOM, one particularly stubborn subsystem to change was having the "radars" not missing any new alien ship.