No. A game dev can confirm (or deny), but historically, it has been C and C++. C# and Java aren't quite "too the metal" enough, though I suppose they can be and are used on indie games.
C/C++ is mostly in AAA games because of middleware and yes, massive flexibility with memory and when you are dealing with importance of performance, Very technical games will opt for C/C++.
C# however is very popular when games aren't pushing limits, it's also very popular with indies. The entire XNA project by Microsoft spawned a huge amount of indie games, many of them big hit indie games, today Monogame is keeping it alive.
C# is the most adopted language of choice with Unity and games such as Shadowrun, Wasteland, Hearthstone, Kerbal Space Program, Gone Home, Ori and the Blind Forest, Might & Magic X Legacy, RUST, FRACT, Among the Sleep, Pillars of Eternity, the list goes on and on. None of these are pushing the limits of technology, but all use C#.
Unreal Engine at the moment also has unofficial C# support because C# is such a widely used language nowadays, people want to and love using it. It has good adoption rates.
C# doesn't have manual memory control, it uses a garbage collector, it's miles and miles ahead of Java's but still not ideal when you actually need to control that memory so you won't see C# being used to push very technical games. It's more than capable though and a perfectly suited language for games depending on what you are trying to do.
When you really get technical and the game becomes a huge performance burden you will see C# struggle with its garbage collector, experiencing "hooks"/stutter every now and then in gameplay with a very technical game is because of the garbage collector doing its work when dealing with what you want to hold in memory in the game as well as when putting something in and destroying something else.
Code I wrote few years ago was in C# and it dealt with pretty crazy explosions, dealing with that when it would occur would cause a "hitch" for a frame or so when the garbage collector did its work when things were destroyed in the game from the explosion such as destructibles. No amount of perf passes would solve it, it was solely due to the garbage collector not being efficient enough to deal with it. Nothing a programmer could have control over unless they were using a language like C/C++ that required the programmer to do all the memory management that could make this go away.
C/C++ has always been the industry defacto language due to flexibility + middleware that was natively for C/C++ (although you could prob write binds for other languages, nobody wants to do that if they can just go the native way), C# is pretty much the language that is widely commonly used after C/C++.
This is on my opinion/experience, been programming for 10+ years now every day with C/C++ and C# (I do love C# for what it does, dearly). C# is definitely the most adopted language and useful one other than C/C++ when it comes to games at the moment.
* Note that C# can have unsafe access to the memory of the game, but nowhere what you would need in most situations. Anyone curious in general about C#'s GC, this is a good starting point:
https://msdn.microsoft.com/en-us/library/ms973837.aspx
The issue with C#'s GC is basically with full collections, they are the most costly operations since an object that is in gen2 requires a full clean up. Any way there is a lot to read up on C#'s GC.