When I started playing video games, it was the era of “early 8-bit” (Atari) and “8-bit” (NES) graphics both astounding (Super Mario Bros. 3) and terrible (Home Run). That “video game look” pervaded pop culture until “pixel” was as common a word in our lexicon as “game.” And we loved our sprites no matter how bad the games were. But we also shouted with glee at the dawning of the 16- and 32-bit eras. How had we lived before without such dramatic and joyful color?! Enter the 64-bit era, high definition, and photorealism, and you’ve got yourself a 30-year span of graphics evolution.
So why are many game developers going back in time with their graphics? You’ve seen them, any number of “retro-style” games mostly on Steam and handheld/mobile devices, such as VVVVVV, Tiny Death Star, and Lone Survivor. They aren’t bad games; in fact, they are some of the most currently successful games available. They aren’t cheap knockoffs, but have been crafted with (occasionally tongue-in-cheek) care and with a definite eye towards fun and replaybility. And many have that distinctive 8-but look — characters and environments all rendered in tiny, colorful squares. Visible pixels define the landscapes, and they look so much better than the blocky blobs we dealt with in the likes of Pitfall! and Dig Dug.