Spoilers ahead: for the puzzle and the movies/games
This post assumes you've already solved the puzzle. It reveals all categories and their connections, and discusses plot details, endings, and spoilers for featured movies/games throughout.
Dead Space, System Shock, Alien: Isolation, and Prey are all trapped in a corridor with no good options. Doom is in the same genre and ripping a demon's spine out for fun.
That gap (between games that make you feel hunted and games that make you feel invincible) is actually smaller than it looks. It just depends on whether you're the monster.
Here's what was inside today's sixteen games.
Games: Doom · Quake · Wolfenstein 3D · Doom Eternal
The canonical history goes: Wolfenstein 3D in 1992 didn't invent the first-person perspective in games (Maze War did that in 1974) but it was the first time the genre worked commercially at scale. The premise is a corridor full of Nazis and a gun. The id team was in their early twenties. They followed it eighteen months later with Doom, which was more ambitious in every direction: pseudo-3D engine, colored lighting, networked multiplayer, a shotgun that felt better than any gun in any medium. According to a 1994 survey, Doom was installed on more computers than Windows. That's either apocryphal or the funniest statistic in the history of the industry.
Quake (1996) moved to true 3D polygonal environments and introduced internet deathmatch at scale, Quakeworld specifically, which let strangers across the country frag each other with real-time netcode. The soundtrack was by Trent Reznor. The game was brown and cold and felt like being inside a nightmare. It became the foundation for every competitive FPS that followed it.
Then nothing much for quite a while, and then Doom Eternal in 2020, which took the franchise back and found that the whole point (movement, aggression, finding the next enemy before you finish the last one) still worked perfectly. It's one of the few legacy reboots that understood why the original worked.
Games: Dead Space · System Shock · Alien: Isolation · Prey
System Shock (1994) is the ancestor of everything in this group. Looking Glass Studios, lead levels by Warren Spector, a writer on the project named Ken Levine who would go on to make Bioshock, which is more or less System Shock 2 if you swap the space station for an underwater city. SHODAN, the AI antagonist, is one of the best-written villains in games: she starts as a corporate security intelligence, gets her ethical constraints deleted, and becomes something ancient and furious by the time you reach her. She calls you an insect. She means it.
Dead Space (2008) has the Ishimura, a planet-cracker (a mining ship large enough to tear the crust off a planet and extract ore). Engineer Isaac Clarke goes to investigate a distress call. The necromorphs are the problem, reanimated human tissue that you have to dismember rather than shoot in the head, a mechanical design choice that rewires how you interact with everything. The sound design is still some of the best in the genre.
Alien: Isolation took Creative Assembly four years to make the alien believable. It hunts. It learns. It isn't scripted in the traditional sense, it adapts to what you're doing, which means hiding from it works until it doesn't, and the same solution rarely works twice. The original film's visual design is reproduced at a fidelity that's almost uncomfortable. It looks like 1979's idea of the future, which is its own kind of horror.
Prey (2017) is Arkane's take on the System Shock model, which makes sense, since Arkane was founded by people who came from Looking Glass. You're Morgan Yu, stranded on a space station with an alien consciousness that may or may not have already gotten inside you. The first ten minutes contain one of the best environmental reveals in first-person gaming. Don't look it up.
Games: Metal Gear Solid · The Stanley Parable · Doki Doki Literature Club · Pony Island
These four games collapse the boundary between player and character in different ways, and none of them do it for the same reason.
Metal Gear Solid has Psycho Mantis, a psychic FOXHOUND operative who reads your PS1 memory card when you enter the room. He comments on what you've been playing. He makes your controller vibrate with no game input. You cannot hit him with your attacks because he reads your button presses before you complete them. The solution is to physically move your controller to the second port so his telepathy can't find you. Kojima was 34 years old when this shipped. The cutscene where Mantis addresses the player directly (not Snake, you, the person holding the controller) remains one of the most disorienting things I've experienced in a game.
The Stanley Parable is a game about following instructions, or not. The narrator knows what you're doing at all times and reacts in real time, if you do exactly what he says, he's pleased; if you ignore him, he narrates the defiance; if you exploit the game's structure to find unintended paths, he comments on those too. Eventually he starts addressing you as a person sitting at a computer trying to subvert a narrative they're inside. He's right.
Doki Doki Literature Club begins as a dating sim with pastel aesthetics and lighthearted dialogue. There is a character named Monika. Monika knows she's in a game. When the game goes wrong (and it goes wrong dramatically) Monika is the reason. She deletes the other girls' character files. From the actual game installation directory. The file names are real. A teammate once stopped playing when she saw one of the deleted files sitting in her game folder. That reaction was correct.
Pony Island is the one almost nobody has played, which is genuinely unfortunate. A demon is communicating through the debug console of an arcade game. You're not playing the arcade game. You're playing the system underneath the arcade game. The demon is rewriting its own source files to trap you. I think this game is a minor masterpiece and I struggle to explain it without ruining it, so I'll just say: if the Monika reveal hit you, Pony Island will too.
Games: Red Dead Redemption · Command & Conquer: Red Alert · Red Faction · Pokémon Red
Four games. Four completely different everything. One word.
Red Dead Redemption earns all three words: the dust and blood of the western, a story about someone trying to outrun their past, and a redemption that the game makes you work for and then refuses to deliver cleanly. The title is a thesis statement. Command & Conquer: Red Alert is the Cold War alternate history where Einstein travels back and eliminates Hitler, which removes the Third Reich but leaves the Soviet Union unchecked. The Red in the title is geopolitical: Soviet expansion, the threat of communism, the color on the map. Red Faction is a mining colony on Mars, where the planet is red partly because Mars is red and partly because there's a labor uprising. Pokémon Red is red because the other version was Blue. That's it. That's the whole reason.
The wordplay categories are supposed to feel obvious in retrospect, and this one should: RED is not subtle. But crossing Pokémon Red and Red Dead Redemption without seeing the common thread first is a specific kind of embarrassing that nobody admits to.
The space horror group (Dead Space, System Shock, Alien: Isolation, Prey) is one of the more satisfying to unpack, because System Shock is genuinely the root of the whole tree. If you've played Bioshock and Prey and never played System Shock, that's the gap in the lineage worth going back for.
Today's CineLinkr puzzle had a group about films told out of chronological order, Arrival especially is about the same disorientation as collapsing the boundary between narrative and experience.