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.
The maps in Thief Gold can be incomplete sketches. Garrett enters a guarded building with professional tools, criminal confidence, and directions that occasionally amount to "probably a hallway."
Games: Ghostbusters: Spirits Unleashed · Ghosthunter · Conrad Stevenson's Paranormal P.I. · Ghost Watchers
Ghostbusters: Spirits Unleashed supplies PKE meters, proton packs, and traps. Ghosthunter gives Lazarus tools for detecting and capturing spirits. Neither game expects a stern conversation to solve the haunting.
Conrad Stevenson's Paranormal P.I. leans into familiar investigation gear such as EMF meters and recorders. Ghost Watchers expands the kit for identifying, weakening, and catching its targets. The ghosts are supernatural. The equipment checklist is aggressively practical.
Games: Alan Wake II · Sherlock Holmes: Crimes & Punishments · Tangle Tower · The Rise of the Golden Idol
Saga Anderson's Case Board in Alan Wake II covers a wall with clues and profiles. Sherlock Holmes: Crimes & Punishments uses a Deduction Space to link evidence into conclusions, including conclusions that may be wrong.
Tangle Tower organizes suspects and objects through its case file. The Rise of the Golden Idol asks the player to place evidence words into a reconstruction. The board does not solve the crime for you. It simply displays your bad theory with excellent confidence.
Games: Outward · Kona · Thief Gold · Amnesia: The Bunker
Outward expects landmark navigation because its regional map omits a player marker. Kona hands Carl a paper map and leaves him to match roads and buildings against the frozen landscape.
Thief Gold provides static mission maps, while Amnesia: The Bunker mounts fixed maps on walls. In each case the map knows the building but refuses to acknowledge you. This is cartography with boundaries.
Games: Five Nights at Freddy's 2 · Double Switch · eXperience 112 · Voyeur
Five Nights at Freddy's 2 makes camera switching the main way to track approaching animatronics. Double Switch uses room feeds to time traps around an apartment building. Watching is the action.
eXperience 112 has the player guide a trapped woman through remote cameras and networked systems. Voyeur turns hidden feeds into an investigation. The aha arrives when four very different games reveal the same seat: behind the monitor, seeing too much and controlling too little.
The markerless maps are cruel in a clean, honest way. Today's CineLinkr puzzle has nameless protagonists, so apparently neither brand wanted to label anything properly.