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You're right, if we were wanting to make this game wit next to the games of the time, we'd have to go retro pixel art - but the sad fact is it'd be more like 4 or 8-bit graphics if we were being absolutely accurate. NES graphics these days (the wonderful Shovel Knight aside) just don't really cut the mustard.
Then, because so many indie games are choosing pixel art of varying eras and styles, we wanted to make sure Tango Fiesta stood out - which we think it definitely does.
Another factor was that our artist Ewan is most comfortable with this kind of style, so we made our job a smidgen easier by sticking with it rather than forcing something more leftfield. Making games is hard enough wihtout inventing challenges for ourselves :D
And finally, I like to think that, if modern tech was available to the devs in the 1980's, some of their games would look like Tango Fiesta does - colourful, chunky and vibrant, but without worrying about resolution limits and bit depths :D
Haha you know you're right, we have basically made skynet in our AI code...