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Yeah well I grew up with the Super NES & Genesis and Nintendo 64 & PS1 generations. That doesn't stop me from having a HDR-capable 7680x2160 resolution 32:9 monitor today. I often replay the 3D platformer classics from that era -- Banjo-Kazooie/Tooie, Conker, Donkey Kong 64, etc. -- but this time, in 4K @ 60 FPS and with a more comfortable controller. The PC port of Super Mario 64 for example is an absolute blast to play in 32:9 resolution @ 120 FPS with raytracing and an Xbox controller.
The bad graphics are never what made these N64/PS1-era 3D platformers appealing and these games are far more enjoyable today now that they have been freed from the constraints of weak hardware. Artificially implementing low-resolution visuals to mimic '90s hardware limitations is silly.
On the other hand I prefer low poly and low res texturing because it has a charm.
It's also totally possible to write a janky int32 legacy-style 3d engine to run in software on the CPU. It's just probably much easier to use modern development tools and graphics effects to mimic the jank, rather than writing a PS1 rendering pipeline in software, and then programming a game for that from scratch.
In other words, this is a far cry from the likes of Crash Bandicoot, which had smooth cartoony animation and fairly detailed visuals. Even if going for a PS1 look, why not at least use that as your gold standard? And why is the framerate limited to 60?
Aside from that, "retro" style isn't a new trend by any means. I've personally never liked it either as I don't appear to get that nostalgic boost that other people seem to get despite having had a PS1 as a kid. I just understand it as a cost and corner-cutting measure for indie devs and I can't really blame them.
It's not like I can't get over it or even like it. For example, Corn Kidz 64 is so superbly animated it really makes me forget the overall low graphics quality. But for me it doesn't seem like DoubleShake has anything going for its visuals
On a sidenote, the default controls disable the d'pad, yet give the character a fixed movement speed and apply a huge deadzone to the analog stick. Doesn't bode well for the general feel of the game if they think that's a good experience for a platformer... so far it looks like a pass for me
Besides, you may not like that intentionally low-poly artstyle, but considering the success of games like DUSK, there's a clear market for it, and it makes modeling the characters less strenuous so more work can go into the game feel and design.