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" ... It's possible to overstate, but every game seems to carry a faint imprint of the financial and emotional stresses under which a game was made. Many IDMF projects seem to share an emphasis on play as transcendence, not a twitchy pretext for the moral bloodletting or inescapable tragedies that darken the corners of many small-team American games. From Braid's cleverly masked self-loathing to Bastion's spiraling violence leading and climactic dilemma between destroying everything or gambling on rewinding time, there often seems to be a thread of self-doubt and anxiety running through American games. By contrast, even self-consciously violent games like Super Time Force depend on synchronizing multiple runs through a level instead of just attacking everything you see. Guacamelee overflows with slapstick kitsch and a luchadores metaphor that reminds the whole thing is theater. N++ aims for a kind serene mastery earned through attention to minute shifts in body movement. ... "