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What??? Why would it be unhealthy lol?
Anyways, there's no magic button to un-pixelate things... if they're doing a pixel-art style, that's it... they would've needed to do a cleaner line-style first and then pixelate it with a filter for what you're asking for to be viable. They could use a filter to smooth the pixels, but it'd look blurry and extremely ugly.
My point is there's no "beautiful original graphics"... it was created in pixel-art.
This game looks between indie and whatever the budget was for SoR4 though. It's on Nintendo Switch (and Steam) so they know some people will be playing on 4k screens and I doubt this game will upscale as bad as some emulated 1990's mame game, some of them are native 240p, this game is at least 1080p native.
That said, this is probably the best pixel art I've seen since Metal Slug. Pixel art is usually used as a cost saving option, so it's rare to see pixel art at this level.
https://i.pinimg.com/originals/c0/86/01/c086016cf4472ad4ab69de88d231f68b.gif
https://vistapointe.net/images/the-legend-of-zelda-the-minish-cap-wallpaper-19.jpg
Sadly, however, most Pixel Games today use very blocky designs, as in, they focus too much on making it look pixel.
This TMNT game, however, is visually done right. Pixelated, yet artists push the boundaries of pixel art, making it look lively.
I've seen the best that pixel art has to offer.
Games like Metal Slug, Owlboy, Blasphemous, Iconoclasts, Bushiden and this game.
And I'll argue that while looking good, none of them can match the visual splendor of games like Dragon's Crown, Odin Sphere, Rayman Legends, Monster Boy and Streets of Rage 4.
Truth is that pixel was born out of necessity, out of the technical limitations of yesterday, If the developers could have used hand drawn art back them, they would have. And some even did! Some of the best looking games of the 16-bit era, featuring the most fluid animation, had hand drawn sprites that had to be digitized down to the resolution that the machines could handle. Games like Aladdin, Earthworm Jim and Pitfall: The Mayan Adventure as well, if I'm not mistaken.
And today, Pixel Art is widely used as a way to save development costs or even to cut the workload down to the point that just one person can manage to make a game. Developers that have a bigger budget will go for hand drawn art instead.
I'll also argue that any game that looks fantastic in pixel art would would even better if it had hand drawn art.
You take Disgaea PC and Disgaea 1 complete. for example. They are the same game with the same art direction, but one has pixel sprites and one has hand drawn sprites. And you can see for yourself which one looks better.
Blazblue made a good choice going for their in-house method. I remember King of Fighters 13 going on about how much the sprites cost them and why they didn't repeat that approach.
Though, speaking of animation... does anyone agree that animation in animated trailer for this TMNT game was kinda wonky?
...This is the kind of excuse i always fail to comprehend...
I mean, do you know that 2D Visuals were born from necessity, and if authors could've used 3D models for videogame, they would've.
Oh, did you know that HAND-DRAWN ART in general was born out of necessity? If ancient people would've have the Photo Technology, they would've chose that instead of painting portraits.
OH, did you know that 3D Graphics were born out of necessity? If movie producers would've been able to film actual space monsters and fantasy words, they would've chosen that over making 3D scenery!
Oh, did you know that weapons were made out of necessity? If people could've just mutate their bodies so they can grow claws out of every fiber of their body, they would've prefer that over weapons!
...*sigh*
What i'm trying to say is...
Pixel Art was a necessity back then. Now it's a Visual Style.
As time progressed and consoles became capable of higher resolutions, developers that were still developing 2D games took full advantage of those resolutions to deliver as highly detailed sprites as those resolutions would allow, sprites like the ones seen in Rayman, Street Fighter III and Guilty Gear X and later culminating in HD hand drawn games like Muramasa, Odin Sphere and Rayman Legends. The only developers of 2D games still developing in what's now called "pixel art" were the ones developing for portable consoles with lower resolutions, like the PSP which only managed 480 × 272.
Pixel Art, as a concept, wasn't even a thing until indie devs brought back low res sprites to PC gaming and home consoles because they realized they could use it to significantly cut down in production time/costs. And nobody even used the term "pixel art" before that, but it sounds better than "low resolution assets" so they went with that, lol.
You could achieve the same visual style of Scott Pilgrim Vs the World: The game with high resolution sprites, the difference would be that everything would look sharper and more detailed. Scott Pilgrim's actual visual style is the one it got from the comics. The pixel art is just a low resolution representation of that style.
Same thing with this game, the visual style is borrowed from the 90's cartoons and these graphics are a low resolution adaptation of that visual style. This game could have the same visual style while featuring HD art. But it's just cheaper to make it in pixel art.
You can even see this in original games that don't borrow from an established style.
Take a look at Moonlighter's concept art and you'll see what that game could've looked like if they didn't decide to pixelate the hell out of it. The visual style is the same, but again, it was just cheaper to produce it at a lower resolution. Because that's what pixel art is. Low resolution art.
I am an artist. And i don't draw in pixel art.
Thing is... Pixel Art is damn difficult to draw. GOOD Pixel Art, that is.
With high-res art i can simply draw lines of good shapes, fill it with colors and then add some shading layers so it can look like a good-quality cartoon art.
Making pixel art of same drawing would be far more difficult. I would have to draw every pixel of different color so drawing would look good. And simply using "Convert to low resolution" won't work, the result would be choppy.
Pixel Art doesn't cut the cost, it increases the cost.
Making good pixel art is even more difficult than making good high res art.
For example, Hyper Light Drifter was originally going to be an HD game, but the creator said he had to switch to pixel art to reduce workload.
A good pixel artist will pump out sprites at a much faster rate than an good HD artist can since the pixel artist is working with a resolution that is just a small fraction of what the HD artist has work with.
Don't take my word for it, research the subject and come back when you have a better understanding of what's being discussed here. We can continue the discussion then.
Here's how the old Arcade game looks like
https://www.youtube.com/watch?v=2jLO1upcd8w
As for Movie Quality... after playing some of movie quality games like Jedi Fallen Order, i got bored of them, and i came to prefer old pixel games much more...