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The only things I don't like about the pixel art here (and specifically just the pixel art) are most of the character sprites (especially Granny's, as her hair looks completely different from her portrait).
https://store.steampowered.com/app/846870/YookaLaylee_and_the_Impossible_Lair/
BTW there's nothing wrong with a game like this having simplistic pixelated graphics. So long as it's nice to look at, has an appealing art direction and the game is fun, why should it matter if it's pixelated or not? Certainly, this style of graphics isn't for everyone, but then again, no game is.
Also, there's a secret level you can find that makes the game look even more retro than the rest of the game already does. The PICO-8 in many ways feels like a throwback to the Commodore 64 of all things.
For this to be a real thing, the ability to move the player's toon around on screen would have to be constrained in the same way, and it's not. The background is snapped to positions that line up with the graphics style, but the player is not, as far as I can tell.
My main complaint is that the pixels seem even bigger than the typical pixel graphics game.
I wish more games were like this, but it creates some impracticality with resolutions (as in, you cannot please everyone). What Recursed does is allow you to stretch the graphics or use a Super Game Boy-like border with fullscreen on.
I don't dislike pixel graphics in general, but I think they're getting to be a bit overused. They were once the exception but these days they seem more like the rule.
Because pixel graphics are a pretty big limitation, it can bring out creativity. It's really fun working with limitations, something game developers today no longer know.
But as I said before a lot of games that use pixel art don't use it in a smart way. It's done simply for the sake of being done.
See the Second Generation of Pokémon, for example: because the Game Boy Color sprites could only have four colors each, Pokémon sprites are made of white, black and two more colors, most often highly contrasting colors that did not go well together (like orange and blue for Charizard; they were almost always the two most defining colors of a Pokémon), and yet the developers somehow made them work and look good (there are still some odd ones like Chansey and Ursaring). Something interesting is that the white in the Pokémon sprites actually occupies up an entire square area around the sprite (every sprite is a block that's either 40x40,48x48 or 56x56); those are not "background pixels" (it's why the Pokédex also has a white "background" around the Pokémon).
Compare the original Final Fantasy IV/V/VI sprites to their Pixel Remaster counterparts: the Pixel Remaster versions feature a large amount of colors per sprite, much more than what is actually needed to properly convey everything each sprite needs, and the various shades of each color feel like they do not contrast enough with each other. The end result is a product that looks like it was done in pixel art simply to evoke nostalgia from people in an attempt to sell more (and because it's cheaper to produce, as stated above).
Saying they were "once the exception" isn't exactly true; as game technology evolved, of course developers would want their own chance at making games using the new technology to attract more customers. Games such as Castlevania: Symphony of the Night or Valkyrie Profile instead opted against this. SotN in particular wasn't praised for its graphics back then, because the pixel art was stated to be "outdated". We all know how that went and how that's considered to be one of the best games of all time today, and part of that success is that the pixel art is beautiful and timeless.
Doom is still one of the most popular shooters around.