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.
Hotel Dusk: Room 215 (2007) is a Nintendo DS mystery novel. You play as a former detective turned door-to-door salesman who checks into a cheap motel in 1979 and finds himself entangled in every other guest's secrets. You hold the DS vertically like a book. The art style is hand-drawn, high-contrast, almost like rotoscoped charcoal. There are no action sequences. There are very long conversations. It was a niche game for a niche audience and that audience talks about it constantly. The sequel, Last Window: The Secret of Cape West, was released only in Europe and Japan, and importing it is how you play it.
Games: Hotline Miami · Gris · Enter the Gungeon · Death's Door
Devolver Digital was founded in 2009 and has become the publishing equivalent of a personality: conferences at E3 that are satirical skits about the games industry, tweets that mock triple-A trends, a catalog that ranges from ultra-violent to serenely quiet. The common thread isn't genre; it's confidence in the thing being made.
Hotline Miami (2012) is Devolver's first big critical moment: a top-down arcade game about a man in an animal mask killing organized crime members in 1989 Miami. The violence is abstracted but constant, the neon palette is beautiful, and the game is quietly asking whether you're comfortable enjoying it. It influenced an entire generation of indie aesthetics. Enter the Gungeon (2016) is a bullet hell roguelike about shooting bullets with guns, and everything in it is a gun pun. The Gun That Can Kill the Past is a real item. Gris (2018) is the opposite mode entirely: a wordless platformer about grief, color, and recovery. Extraordinarily beautiful. The Devolver portfolio containing both of these is the argument for their curation.
Death's Door (2021) is an isometric action-RPG about a small crow working as a reaper of souls, made by Acid Nerve (two people). Clean mechanics, genuinely affecting tone.
Games: Fallout: New Vegas · Pillars of Eternity · The Outer Worlds · Pentiment
Obsidian was founded in 2003 by alumni from Black Isle Studios (who had made Planescape: Torment and the original Fallout games), and their catalog has a consistent identity: morally complex choices, faction systems that don't have a clearly good option, writing that takes NPCs seriously as characters rather than as quest dispensers.
Fallout: New Vegas (2010) was a Bethesda-licensed project with an eighteen-month development window and a budget that showed. It also has better faction writing than Fallout 3 or Fallout 4, four complete faction endings with internal logic, a setting (the Mojave Wasteland) that feels architecturally coherent, and a dialogue system that remembers everything. The combat is not the point. Pillars of Eternity (2015) crowd-funded the dream: a classic RTWP RPG in the Baldur's Gate style, original setting, Obsidian writing applied to a world they built from scratch. The sequel (Deadfire) is mechanically superior and undersold.
The Outer Worlds (2019) is the corporate satire space RPG, colony planets owned by megacorps, settlements kept deliberately poor and dependent, a player character permitted to be as gleefully anarchic or as loyally corporate as desired. Pentiment (2022) came from a small team and a narrow premise: 16th-century Bavaria, a murder, a woodcut illustration style, dialogue that adapts to who your character is and what they know. It is one of the most formally interesting games Obsidian has shipped.
Games: Sayonara Wild Hearts · Thumper · Hi-Fi Rush · Crypt of the NecroDancer
These four have rhythm as mechanism, not as flavor, the music is structurally load-bearing.
Crypt of the NecroDancer (2015) is a dungeon crawler where every action (movement, attacks, enemies) occurs on the beat. You navigate a procedurally generated dungeon and the consequence of losing the beat is that enemies move unpredictably and your combo drops. The music drives the game. There's a mode where the controls respond only on the beat and another where anything goes, and the difference shows how central the constraint is. Thumper (2016) calls itself a "rhythm violence game", a beetle on a track, obstacles to hit at exact moments, boss encounters that require rhythmic precision. The sound design is the experience; played without headphones it loses half its effect.
Sayonara Wild Hearts (2019) is a pop album played as a game: forty-five minutes of music, a woman on a motorcycle, a tarot-card dreamscape, auto-running levels that ask for timing rather than navigation. It's more about the feeling of rhythm than the mechanical challenge of timing. Hi-Fi Rush (2023) is the surprise drop game that was announced and released on the same day: a cel-shaded action game where every element of the world (environmental movement, enemy attacks, combo windows) pulses on the beat of the game's soundtrack. The rhythm is architectural. Enemy attack patterns are musical phrases.
Games: Hotel Dusk: Room 215 · Luigi's Mansion 3 · Rusty Lake Hotel · At Dead of Night
A budget inn in 1979. A five-star haunted skyscraper. A surreal establishment where guests become dinner. A seaside hotel hosting something worse than ghosts.
Luigi's Mansion 3 (2019) has Luigi invited to a luxury hotel by Mario, only to find the whole building is an elaborate trap. The gameplay is the same as the other Luigi's Mansion games (vacuum, stun, pull) but the vertical floor-to-floor structure gives it variety the original didn't have. Each floor has a theme. There is a floor with a chef ghost. There is a floor with a DJ ghost. There is a floor with a pirate ghost. The hotel is the level design premise and the level design rewards it.
Rusty Lake Hotel (2016) is a point-and-click puzzle in the Rusty Lake series: a hotel in the 1890s, five animal guests attending a dinner, each week one guest becomes the main course. The aesthetic is distressing and the puzzles require the specific Rusty Lake logic that you either acclimate to or don't. At Dead of Night (2020) is FMV horror: Maya trapped in a seaside hotel, the owner Jimmy Hall menacing the corridors, a doll that can see the ghosts. The acting is strong and the format creates genuine dread through a mechanic where you have to raise your in-game camera to see things the game doesn't want you to see until you look.
The hotel as setting has a specific power: a building full of strangers, each with their own story, and you moving between floors. Every door is a room you don't know. Every check-in conceals a backstory. Hotel Dusk uses this structure as a mystery machine, the hotel's occupants on a given night are all connected by events that predate their arrival. That structural property of the setting is why it keeps appearing in games that want to use space to tell stories.
Today's CineLinkr puzzle was about Tim Burton's outsider films, Cate Blanchett's range, the films that end in the same room they started, and real cities in titles. Casablanca shares a category with Chicago and Munich, which tells you the category is structural rather than tonal.