PixelLinkr

PixelLinkr #21: The Story Behind the Puzzle

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.

L.A. Noire sold a lot of people on a fantasy that was always a little ridiculous: stare at a suspect's face hard enough and truth will blink first. Then the game came out and half the pleasure was realizing how messy that fantasy is. You can have fancy facial capture, a notebook full of clues, and still walk into an interview like a cop who had two hours of sleep and one bad hunch too many. That turned out to be a good key for this board, which keeps circling systems that ask for composure and then dare you to lose it.


🟢 Easy: Turn-Based Tactics Games

Games: XCOM 2 · Advance Wars · Into the Breach · Fire Emblem: Three Houses

Turn-based tactics is one of those genres that makes people sound deranged in public. Normal sentence: "I think I can save this whole mission if I stand one tile left and let the sniper eat 38% odds." XCOM 2 lives in that state of mind. It is dramatic, unfair, and very good at making one missed shot feel like a personal insult from the computer. You are always one bad turn away from a whole operation turning into memorial photos.

Advance Wars is the sunnier ancestor, even though it is still about tanks flattening each other on little grids. Its genius is clarity. Terrain bonuses, unit matchups, movement ranges: the whole thing reads fast and sticks. Into the Breach then takes the genre and strips away almost all fog. Enemy intentions are visible. The puzzle is not what might happen. The puzzle is whether you are smart enough to stop what is definitely about to happen. Fire Emblem: Three Houses is messier and more emotional, which is part of why it works here. Same genre, different flavor. The map matters, but so do the students you keep dragging back into war.


🟡 Medium: Deckbuilding Roguelikes

Games: Wildfrost · Cobalt Core · Roguebook · Fights in Tight Spaces

There is a special kind of optimism that belongs to deckbuilding roguelikes. You open a run thinking, this time the build will be elegant. Ten minutes later you are holding a pile of nonsense, one combo piece short of coherence, pretending that this was always the plan. Wildfrost is cute in exactly the dangerous way these games need. The art says "maybe this will be gentle." The systems say "absolutely not."

Cobalt Core is the one I keep wanting to show people because spaceship combat on a single lane sounds too narrow until it starts clicking. Suddenly every card feels like a desperate little command barked from a bridge crew that is trying very hard not to explode. Roguebook is more plush and fantasy-coded, but it understands the same pleasure: a deck becoming legible one smart pickup at a time. Then Fights in Tight Spaces turns the whole format into action choreography. Instead of dragons or spaceships, you are managing momentum and body placement in sleek little brawls. It is one of the better reminders that deckbuilding is not a theme. It is a machine that can wear a lot of costumes.


🔵 Hard: You Play the Investigator

Games: Disco Elysium · Judgment · L.A. Noire · The Wolf Among Us

I like this category because it is held together by role before it is held together by genre. Disco Elysium is a CRPG argument with itself. Judgment is a legal thriller that keeps dropping you back into street-level detective work. L.A. Noire wants to be prestige police fiction with expensive faces. The Wolf Among Us is noir by way of fairy-tale debris. Different tempos, different production instincts, same basic posture: go ask questions, follow the bad lead, and keep pushing until the story gives something up.

Disco Elysium is the standout for me because the investigation is not just external. The case is in your notebook, but it is also in your head, where half your own skills are talking over each other like drunks at last call. Judgment gets mileage out of Takayuki Yagami being a man who knows both the legal system and all the ways it fails people, which makes his detective work feel more bruised than glamorous. L.A. Noire is still the cleanest expression of the interview fantasy, even if the reads can be a little absurd in practice. And The Wolf Among Us benefits from Bigby already being a known quantity in his world. He is not just solving murders. He is dragging his own reputation through every room he enters.

The category works because investigation is a way of moving through a game, not just a plot label slapped on top. These four all understand that clue-chasing changes pacing. It slows things down. It makes dialogue dangerous. It turns a room into a crime scene, a conversation into a weapon, and one tiny inconsistency into enough fuel to keep going for another hour.


🟣 Tricky: Games Where You Play as an Animal

Games: Sly Cooper and the Thievius Raccoonus · Untitled Goose Game · Maneater · Spirit of the North

This is the group that makes me laugh because it refuses to stay in one tone for more than five seconds. Sly Cooper belongs to that early-2000s mascot stretch where a hero could be a raccoon thief with a cane and nobody had to apologize for it. Untitled Goose Game is much pettier. Its whole achievement is understanding that if the player is a goose, then stealing a gardener's keys becomes high comedy instead of low criminality.

Maneater barges in from a completely different planet. The game calls itself a ShaRkPG, which is such a bad label that I have to respect it. You are not a charming mascot or a folklore symbol. You are a shark eating your way through a revenge story with the manners of a boating accident. Spirit of the North is the opposite problem. No dialogue, no honking, no smug raccoon swagger. Just a fox moving through a ruined landscape with the kind of solemnity that makes the other three look like they are doing improv.

That is why the reveal works. Most players sort fast by vibe. Sneaky platformer, chaos comedy, shark bit, quiet art game. Then the floor drops out and the real common thread is simpler than expected: look at the protagonist. Stop listening to tone. Stop reading genre. Who are you, exactly? Sometimes the best tricky groups do not hide behind a pun. They just wait for you to notice the obvious thing last.


The investigator group is still my favorite because games are unusually good at making suspicion feel mechanical instead of decorative. You are not watching somebody else work the case. You are doing the tedious, paranoid part yourself.

If the detective slot was your favorite, CineLinkr is usually where the trench coats, lies, and bad alibis show up anyway.