Your Thoughts On Pixel Art and the Hi-Bit Era?

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This was initially going to be a discussion on pixel art and its viability in the future, but I kinda began to ramble for a bit, so, just let me know your general thoughts on Pixel Art in the comments.

As most of you probably know, the pixel art aesthetic is one that is fairly common in most smaller and indie video games today (for better or for worse). Often, games with pixel art get lumped under such blanket terms such as "retro" or "nostalgic," as said games often take inspiration from games released on old systems like the NES, SNES, Genesis, and even the original PlayStation.

However, sometimes I wonder how viable this style will last. As graphics hardware gets increasingly better and more advanced, and as adults who grew up on the aforementioned systems continue to get older, I'm left wondering if the style will ever get dropped, and, if so, how long it will take before it happens.

There's also a chance that the children of today will grow fond of said pixel art in the indie games of today, and will want to use it in their own games, creating a sort of "meta-nostalgia" effect, ensuring that the style will never die off.

We also seem to be entering what D-Pad Studio calls the "Hi-Bit Era, where games are moving past the technical limitations of the systems of yore and are evolving into something of a new style all their own. Looking at it now, this is rather exciting to see. However, I remember getting into a conversation with @HaloEliteLegend on Discord one time discussing the use of pixel-art in video games. I was a bit of a staunch advocate of abiding by the technical limitations of the original hardware (resolution and all), whereas Halo thought it better that games not be mucked down in the setbacks of old.

Looking back, however, it seems that my main problem wasn't really with the technical limitations, but rather with how the art style seems to be used these days. A lot of games I find these days don't make the best use of pixel art. Sprites in these games tend to stick to lower resolutions (comparable to those in NES games, like, 16x16 pixels), even if they use more than, say, 4 colors. Larger sprites (say, 64x64 pixels) in these games tend to have a noted lack of proper shading, making them look rather flat and uninteresting. There's also the fact that many games these days use sprites obviously intended for lower resolutions, then scale them up to fit modern displays, which sometimes results in sprites moving "in-between" pixels, something I'm sure not many people mind as much, but which I (something of a retro-game enthusiast) find very distracting.

Halo also brought up the point that we live in an age where demands are high on 3D Games. Said games must have very high poly-counts and absurdly rich graphics, or else they get labeled as having "PS2 Graphics". And he's right. It seems to have created this rift between 2D and 3D games, where the game is either a high-fidelity 3D game... or 2D. It's a bit ridiculous, to say the least, so I guess that's why a lot of game devs turn to pixel art, one of the easiest to pick up forms of art. Anyone can make pixel art. But not everyone can do pixel art well. And, to be fair, it's a bit much to ask from single-man or extremely small dev teams. So I guess I may be a bit demanding, there . :P

Still, with this new Hi-Bit era coming upon us, I'm kind of excited to see the quality of pixel art in these games. I kinda have an itch for more games that flow and animate like Street Fighter III, Art of Fighting 3, MegaMan X4, etc. What do you guys think? Is pixel art overused? Does it have longevity? How, if at all, would you go about changing the trends in pixel art you see today?

also, sorry for the ping, Halo
 
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Sonic Angel Knight

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It has a great future. No matter how impressive tech gets, it doesn't change much anyway. People will make the games the way they want them to look regardless of hardware upgrades. Have you seen mega man 9? Why would capcom do that? Make it look like a nes game on a PS3 or xbox 360 instead of making a 3D rendered game with cutting edge graphics and technology? Cause they don't have to. :P

I think pixel art is great, I mean have you seen Blaster master zero? Scott pilgrim vs the world the game? Phantom Breaker overdrive? Doesn't all those pixels on screen and how they animate and look so colorful all at the same time make you wonder how the artist does that? Pixel graphics is a art just as much as 3D graphics. They can coincide together like pancakes and waffles. :)
 
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It has a great future. No matter how impressive tech gets, it doesn't change much anyway. People will make the games the way they want them to look regardless of hardware upgrades. Have you seen mega man 9? Why would capcom do that? Make it look like a nes game on a PS3 or xbox 360 instead of making a 3D rendered game with cutting edge graphics and technology? Cause they don't have to. :P

I think pixel art is great, I mean have you seen Blaster master zero? Scott pilgrim vs the world the game? Phantom Breaker overdrive? Doesn't all those pixels on screen and how they animate and look so colorful all at the same time make you wonder how the artist does that? Pixel graphics is a art just as much as 3D graphics. They can coincide together like pancakes and waffles. :)
Yeah, I honestly love pixel art when it's done and animated well. And, to be fair, pixel art was still very much a thing in video games as recent as the PS2, a generation before the whole indie pixel art craze took over.

I guess I just wish there were less games that were trying to look like the NES and more games that were trying to look like the 2D PlayStation/Neo Geo/Capcom's Arcade boards.
 

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If a game is in 2D, I will always appreciate it more if it uses sprite art. I remember being disappointed by Bloodstained stating they'd use models instead of sprites.

There was a time, around the late GC/PS2/XB era right before the next gen, where a sort of backlash to sprite based games on consoles happened. People wanted bigger and better graphics, not more "8 bit crap", at least, that's how most mindsets were tuned to, from what I saw. Since I grew up with the SNES and Genesis, I've always had a soft spot for pixel art games. I still think Yoshis Island is one of the prettiest games ever. And so long as people have nostalgia for such, it's a style that will never die out, and only seems to get more popular with recent years.

With the successes of Stardew Valley, Sonic Mania, Shovel Knight, Freedom Planet, and more, I think there's going to be a demand, for quite a long time, for pixel art based games. I just hope we get more Saturn/Dreamcast sorta sprite styles which are incredibly detailed and pretty, rather than the more limited looking SNES "retro" style throwbacks.
 

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Yeah, I honestly love pixel art when it's done and animated well. And, to be fair, pixel art was still very much a thing in video games as recent as the PS2, a generation before the whole indie pixel art craze took over.

I guess I just wish there were less games that were trying to look like the NES and more games that were trying to look like the 2D PlayStation/Neo Geo/Capcom's Arcade boards.
Is not that it just a indie thing, is just a thing on it's own. Not every game needs to be in 3D? I mean during games like playstation/ saturn and n64, there was games that had 2D sprites with 3D in them, like Mischief makers, Xenogears, Breath of fire 4, Grandia, it can go on. Is just how people see their vision work. Honestly I'm glad a game like blaster master zero is pixel graphics, cause it looks great. Sure it would have looked okay in 3D but I mean no one tried to do another 3D game since the playstation one, and people probably didn't find the WII one much of a improvement. (Is not bad just something people don't talk about) But look at the improvement to this game!:P

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I guess I just wish there were less games that were trying to look like the NES and more games that were trying to look like the 2D PlayStation/Neo Geo/Capcom's Arcade boards.
This and only this.
Indies and even big companies some times (megaman 9 and 10 for example) use the nes look to be cheap and save resources and/or time in that aspect while is a stupid move because presentation is the first and more important thing to market your product.
8bit nostalgia music also makes me sick, but that is another discussion.
 
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If a game is in 2D, I will always appreciate it more if it uses sprite art. I remember being disappointed by Bloodstained stating they'd use models instead of sprites.

There was a time, around the late GC/PS2/XB era right before the next gen, where a sort of backlash to sprite based games on consoles happened. People wanted bigger and better graphics, not more "8 bit crap", at least, that's how most mindsets were tuned to, from what I saw. Since I grew up with the SNES and Genesis, I've always had a soft spot for pixel art games. I still think Yoshis Island is one of the prettiest games ever. And so long as people have nostalgia for such, it's a style that will never die out, and only seems to get more popular with recent years.

With the successes of Stardew Valley, Sonic Mania, Shovel Knight, Freedom Planet, and more, I think there's going to be a demand, for quite a long time, for pixel art based games. I just hope we get more Saturn/Dreamcast sorta sprite styles which are incredibly detailed and pretty, rather than the more limited looking SNES "retro" style throwbacks.
Yes! Saturn/Dreamcast/PlayStation sprites, that's what I want to see more of. I don't even mind so-much the SNES-style throwbacks (as the SNES and the Genesis are pretty much my base perspective on what I look for in pixel art, both systems had some excellent-looking games), but I'm getting tired of the NES-Style games, especially when so many of the games don't respect the NES's actual limitations.

during games like playstation/ saturn and n64, there was games that had 2D sprites with 3D in them
2D sprite-based games with a few polys thrown in are sexy as hell. If you need any proof of that, watch this:


As long as the game is good, I don't care what it looks like.
Yes, and, obviously, you can't deny that gameplay is more integral to what makes a good game than what graphics ever could, but you honestly can't deny the impact graphics have on what is a very, very visual medium.
 

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I hear many people say pixel art in indie games is rather generic and lazy, and that devs only do it if they're incapable of actual art/3D modeling and want to pander to nostalgic gamers...

But I don't quite agree with that. I am quite fond of pixel art games, even if they're not the best looking graphics. If I were to make an indie game it'd probably be a 16-bit 2D platformer, which is considered super cliche and overdone by many, but I'm rather fond of it myself.
 
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Don't mind the ping at all ^_^

I'm of the mind that modern-day pixel art has transcended being a "retro" look and instead become just another graphical norm in the toolkit. For example, there's a variety of 3D graphical paradigms. You have hyper-realistic (AAA games), cel-shaded (Breath of the Wild), polygonal (Astroneer), and plenty others. You have your Okamis and your Subnauticas, and your Assassin's Creed Origins, and so on, and no one would consider any of these to be PS2-era in graphical quality, or at the very least consider it a knock against the product. Even Okami HD, which is quite literally PS2-era. (As an aside, it seems to be 3D games that fail to reach one of these paradigms, usually trying and failing to be hyper-realistic, that get derogatorily called "PS2-era.").

So following a similar vein, I feel there's different acceptable paradigms in 2D art. You have your various 2.5Ds (3D models mixed with 2D sprites, etc.), your vector-based, and various high-fidelity looks, just to name a few. 2D naturally has much more paradigms than 3D, as it's a far more forgiving graphical choice. Now, I believe that pixel art easily joins the ranks of "acceptable" 2D paradigms, without being called "outdated." 2D seems to be just another graphical style in the toolkit, and an increasing number of games seem to be employing it as just another art style rather than an intentional retro throwback. And of course, they play fast and loose to try being unique. Some mix modern-day lighting engines with 2D sprites using alpha maps. Others come up with their own arbitrary pixel rules, including protocols for scaling. We seem to be at a point now where the "retro" side of 2D pixel art is fading and we're instead seeing a full-blown renaissance where developers are free to take pixel art as a style of choice and run with it to create their own artistic blends. Naturally, some devs make it work better than others, but I think we're well past the point of adhering to old hardware limitations. Just take a look at a game like Celeste to see this new paradigm in action.
 
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Don't mind the ping at all ^_^

I'm of the mind that modern-day pixel art has transcended being a "retro" look and instead become just another graphical norm in the toolkit. For example, there's a variety of 3D graphical paradigms. You have hyper-realistic (AAA games), cel-shaded (Breath of the Wild), polygonal (Astroneer), and plenty others. You have your Okamis and your Subnauticas, and your Assassin's Creed Origins, and so on, and no one would consider any of these to be PS2-era in graphical quality, or at the very least consider it a knock against the product. Even Okami HD, which is quite literally PS2-era. (As an aside, it seems to be 3D games that fail to reach one of these paradigms, usually trying and failing to be hyper-realistic, that get derogatorily called "PS2-era.").

So following a similar vein, I feel there's different acceptable paradigms in 2D art. You have your various 2.5Ds (3D models mixed with 2D sprites, etc.), your vector-based, and various high-fidelity looks, just to name a few. 2D naturally has much more paradigms than 3D, as it's a far more forgiving graphical choice. Now, I believe that pixel art easily joins the ranks of "acceptable" 2D paradigms, without being called "outdated." 2D seems to be just another graphical style in the toolkit, and an increasing number of games seem to be employing it as just another art style rather than an intentional retro throwback. And of course, they play fast and loose to try being unique. Some mix modern-day lighting engines with 2D sprites using alpha maps. Others come up with their own arbitrary pixel rules, including protocols for scaling. We seem to be at a point now where the "retro" side of 2D pixel art is fading and we're instead seeing a full-blown renaissance where developers are free to take pixel art as a style of choice and run with it to create their own artistic blends. Naturally, some devs make it work better than others, but I think we're well past the point of adhering to old hardware limitations. Just take a look at a game like Celeste to see this new paradigm in action.
Yeah, I'm beginning to see what you mean about that. Hopefully, this will result in some truly gorgeous higher-resolution pixel art in future games.

After all, two of my favorite examples of pixel art (Street Fighter III and JoJo's Venture) were released on hardware where color limitations weren't even really a thing anymore. The sprites still used the same sort of shading techniques as previous games more because of the resolution they were being displayed at than anything else.
 

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This was initially going to be a discussion on pixel art and its viability in the future, but I kinda began to ramble for a bit, so, just let me know your general thoughts on Pixel Art in the comments.

As most of you probably know, the pixel art aesthetic is one that is fairly common in most smaller and indie video games today (for better or for worse). Often, games with pixel art get lumped under such blanket terms such as "retro" or "nostalgic," as said games often take inspiration from games released on old systems like the NES, SNES, Genesis, and even the original PlayStation.

However, sometimes I wonder how viable this style will last. As graphics hardware gets increasingly better and more advanced, and as adults who grew up on the aforementioned systems continue to get older, I'm left wondering if the style will ever get dropped, and, if so, how long it will take before it happens.

There's also a chance that the children of today will grow fond of said pixel art in the indie games of today, and will want to use it in their own games, creating a sort of "meta-nostalgia" effect, ensuring that the style will never die off.

We also seem to be entering what D-Pad Studio calls the "Hi-Bit Era, where games are moving past the technical limitations of the systems of yore and are evolving into something of a new style all their own. Looking at it now, this is rather exciting to see. However, I remember getting into a conversation with @HaloEliteLegend on Discord one time discussing the use of pixel-art in video games. I was a bit of a staunch advocate of abiding by the technical limitations of the original hardware (resolution and all), whereas Halo thought it better that games not be mucked down in the setbacks of old.

Looking back, however, it seems that my main problem wasn't really with the technical limitations, but rather with how the art style seems to be used these days. A lot of games I find these days don't make the best use of pixel art. Sprites in these games tend to stick to lower resolutions (comparable to those in NES games, like, 16x16 pixels), even if they use more than, say, 4 colors. Larger sprites (say, 64x64 pixels) in these games tend to have a noted lack of proper shading, making them look rather flat and uninteresting. There's also the fact that many games these days use sprites obviously intended for lower resolutions, then scale them up to fit modern displays, which sometimes results in sprites moving "in-between" pixels, something I'm sure not many people mind as much, but which I (something of a retro-game enthusiast) find very distracting.

Halo also brought up the point that we live in an age where demands are high on 3D Games. Said games must have very high poly-counts and absurdly rich graphics, or else they get labeled as having "PS2 Graphics". And he's right. It seems to have created this rift between 2D and 3D games, where the game is either a high-fidelity 3D game... or 2D. It's a bit ridiculous, to say the least, so I guess that's why a lot of game devs turn to pixel art, one of the easiest to pick up forms of art. Anyone can make pixel art. But not everyone can do pixel art well. And, to be fair, it's a bit much to ask from single-man or extremely small dev teams. So I guess I may be a bit demanding, there . :P

Still, with this new Hi-Bit era coming upon us, I'm kind of excited to see the quality of pixel art in these games. I kinda have an itch for more games that flow and animate like Street Fighter III, Art of Fighting 3, MegaMan X4, etc. What do you guys think? Is pixel art overused? Does it have longevity? How, if at all, would you go about changing the trends in pixel art you see today?

also, sorry for the ping, Halo
No matter how high of a quality used in video games the use of pixel art will never grow old especially in video games. For example games like Undertale took people for loop due to its vivid transitions between pixel art and animation thus bringing back memories to old games like Mario or Zelda.
 
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No matter how high of a quality used in video games the use of pixel art will never grow old especially in video games. For example games like Undertale took people for loop due to its vivid transitions between pixel art and animation thus bringing back memories to old games like Mario or Zelda.
Yeah. If I remember correctly, I even cited Undertale as a good example of pixel art when I was talking to Halo on Discord.

But yeah, the graphics in Undertale pretty much reflected the nature of the game; a great, big, subversion of a genre everyone is familiar with. And it worked beautifully.
 
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I used to do a lot of pixel art a few years ago. I got into it because of Pokemonlake. When I joined a lot of the back sprites for the pokemon fusions were missing so I tried my hand at it and did pretty well. I only did a handful. The other pixel art I did were randoms that I never released like aliens and other weird things.
 
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Hopefully, this will result in some truly gorgeous higher-resolution pixel art in future games.
I hope so, too! I was messing around in Unity one day with some sprite sheets, and I decided to see what'd happen if I applied Unity's 3D lighting engine to these 2D sprites. I made some quick alpha maps, assembled a scene, and threw on some point lights, and the result was sooooo pretty! Imagine something like Square Enix's Octopath Traveler, but without the 3D depth (I was using the orthographic camera mode) -- that's what it ended up looking like. Tons of amazing possibilities! Everything old is new again, after all.
 

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I am a HUGE pixel art lover. I find a really really well done pixel model to look so much better then a 3D model. I was upset when Nintendo decided to go 3D with their pokemon games as I loved how crisp they looked on the DSi XL. Thankfully more indie games are using them so I'm getting my fix that way.

However I do get the change to 3D. This is especially true during that N64 and PS1 days. EVERY game had to make the 3D jump and if you didn't you were holding back. Hell I was the same ways as well and bought into the BS. However not that I'm older and can look at these games more objectively a lot of these games sucked and look awful when they made the jump.
 
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I used to do a lot of pixel art a few years ago. I got into it because of Pokemonlake. When I joined a lot of the back sprites for the pokemon fusions were missing so I tried my hand at it and did pretty well. I only did a handful. The other pixel art I did were randoms that I never released like aliens and other weird things.
I just started doing pixel art myself! I recently got into Sonic Mania modding, started using GIMP to copy assets from other Sonic games, and everything just kinda went from there. Right now, I'm practicing by tracing over some sprites from The King of Fighters games to make new characters. In fact, it was through doing this that brought this post into existence in the first place.
I am a HUGE pixel art lover. I find a really really well done pixel model to look so much better then a 3D model. I was upset when Nintendo decided to go 3D with their pokemon games as I loved how crisp they looked on the DSi XL. Thankfully more indie games are using them so I'm getting my fix that way.

However I do get the change to 3D. This is especially true during that N64 and PS1 days. EVERY game had to make the 3D jump and if you didn't you were holding back. Hell I was the same ways as well and bought into the BS. However not that I'm older and can look at these games more objectively a lot of these games sucked and look awful when they made the jump.
Yeah, I see what you mean. I prefer a well-done 2D Image to a 3D Model any day. There's just something about the aesthetic that I seem to prefer, for whatever reason.
 
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"Yes! Saturn/Dreamcast/PlayStation sprites, that's what I want to see more of."
Do you mean the actual 2d sprites? Because other than ability to jam hundreds on a screen at once there is not a lot in it between the SNES and it.
If you meant 3d, in which case sprites is very much the wrong term, then carrying on.

I have taken some flack before because when reviewing games my choice of game does seem to land somewhere in the PS2 era -- I genuinely did like Escape Dead Island quite a lot and that era was the best point of comparison for me. It was a great "wind it up and let it go" type game like we got before everybody tried lazily doing open world (don't get me wrong as I love a good open world too, possibly a bit too much).
That said they can keep the graphics of that era though. I don't need fully rendered facial muscles doing lip sync but they can keep the choppy animations and blurry textures.

If we can go with late stage mid tier 360 dev graphics I am OK with that. From where I sit the only things of the era quoted that really aged that well graphically were the cel shaded stuff and maybe some of the prerendered stuff. Other than some prerendered things then anything that aimed to be a graphical tour de force might have aged into quaintness by the time its sequel hit in the same generation. Gameplay wise there is still a lot too them, several times now we have been given remakes worthy of the term (PS360 to PSBone does nothing for me in most cases, PS1 and early/mid PS2 to current is a different matter) and it has been good when the remakes/remasters have been done well (for the opposite see something like silent hill).

As far as pixel art goes I would say it is easier to make good/representative/emotive pixel inspired* art, and even make it memorable/recognisable**, than it is to get 3d working well. Amusingly it is also somewhat easy to go into overdesigned territory when doing 3d. To that end I doubt it will ever go away, and probably won't even become like black and white is for films today and only used for art pieces or a given sequence in a film.

*give most of the devs doing it today the limitations of the 8 and 16 bit era and they will not be happy. Though as anything vaguely contemporary can do all the 2d in software just fine that is not a problem, and I enjoy seeing nice particle effects with my pixel art anyhow.

**show me a generic room from one of the many roguelike or similar 2d games I have played this last 8 or so years for a few weeks until the next thing came along and I can probably match it well, do the same for many of the 3d ones I might have sunk hundreds of hours into over the course of things and I might even fail if I had played them that morning.

We might have even skipped the thing like American cartoons saw where it was deemed just for kids before various people brought it back with more adult focused cartoons when they realised what could be done with it.
 
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"Yes! Saturn/Dreamcast/PlayStation sprites, that's what I want to see more of."
Do you mean the actual 2d sprites? Because other than ability to jam hundreds on a screen at once there is not a lot in it between the SNES and it.
If you meant 3d, in which case sprites is very much the wrong term, then carrying on.
From a purely technical standpoint, aside from a few colors, there isn't much of a difference in sprite-quality between the PlayStation and the Saturn. I was referring more to the general style towards more intricate and detailed sprites that seemed to be growing during that era (compare X's sprite in Mega Man X to his sprite in Mega Man X4). The higher resolutions and greater available memory seemed to allow for more frames of better animation (even though the PlayStation was severely held back in this regard compared to what was running in the arcades at the time). A lot of games I see today seem to draw their general style from the NES and SNES, which, while not bad, seem a tad janky by comparison. Maybe this was more because the sprite artists were getting better at their craft than anything else.


As far as pixel art goes I would say it is easier to make good/representative/emotive pixel inspired* art, and even make it memorable/recognisable**, than it is to get 3d working well. Amusingly it is also somewhat easy to go into overdesigned territory when doing 3d. To that end I doubt it will ever go away, and probably won't even become like black and white is for films today and only used for art pieces or a given sequence in a film.
it.
Oh, most definitely. To make a crude analogy, pixel art is more akin to drawing, whereas 3D Modeling is more akin to sculpting. Unless you're going for an intentionally low-poly model, it can be difficult to make things look right in 3D. And when you phrase it that way, it does seem silly to just throw pixel art out the window when the alternative is much more complicated and complex to handle.

*give most of the devs doing it today the limitations of the 8 and 16 bit era and they will not be happy. Though as anything vaguely contemporary can do all the 2d in software just fine that is not a problem, and I enjoy seeing nice particle effects with my pixel art anyhow.
Yeah. Going off the Genesis's palette limitations as an example, 32x32 sprites with 4 palettes of 16 colors may seem manageable, but there's a lot that you can't do with it. There's also the color choice of the system, which may or may not have the shades a particular artist wants. Besides, I see a good number of pixel art works these days that make use of gradients, something that would've been unthinkable on older systems.

Also, don't get me started on the particle effects in some of these games. Some of them are just big, ugly, square blocks. There's no sort of dithering or meshes or any sort of realistic definable shape anywhere, just blocks. They just seem extremely ugly to me.
 

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Pixel art? I ran into an RPG on steam the other day that consists solely of ASCII art. And as I searched, they apparently have four of 'em. :P


Okay...more serious reply: pixel art isn't going anywhere, nor should it go anywhere. Yes, it was initially created because games couldn't handle better. But that in itself doesn't mean it should go. Black and white photography or even movies are still being made, despite video cameras easily handling all colors.

I was also going to say something about pixel graphics (that can look awesome) and early 3D models (that just look stupid), but @FAST6191 said it better than I could. :)
 

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