> I have made one pixel art game in my entire career and that was Thimbleweed Park. Monkey Island 1 and 2 weren't pixel art games. They were games using state-of-the-art tech and art. ...
I guess if that's how he wants to describe it, but the fact is that this new game is not using state-of-the-art tech and art. So it isn't similar to Monkey Island 1 & 2.
Some of us lived through that time and despise pixel-art. It didn't even look like pixel art back then because the monitors were blurry. [1]
You're welcome to like pixel art if you want. I don't actually like the new aesthetic either, but I respect the choice--and I do like similar approaches where it's not high-res painting or 3d rendering and instead is abstract art.
> Some of us lived through that time and despise pixel-art. It didn't even look like pixel art back then because the monitors were blurry.
That’s true for console games like the article you linked uses as examples, but PC games did have sharp pixels because they used RGB monitors rather than consumer television sets.
That's not entirely true: my first Monkey Island was the EGA version which was rendered in 320x200 resolution which used 200 scanlines on a real EGA monitor which certainly caused blurring and horizontal lines like on TV. On VGA hardware the 320x200 resolutions were 'scanline doubled' so you got 2x2 'square'-ish pixels and less shadowlines.