What modern game dev misses is that it's the space to imagine things within a more abstract visual framework that creates that sense of wonder and possibility. Game aesthetics have to have "space" for their players' imaginations to fill in order to have the same impact as those from earlier eras.
Yesterday, my daughter made a pool out of sea lanterns because they look kind of like pool tiles. Would she have thought to do that if the art for sea lanterns was more precise? Probably not.
I think its graphic style will continue to hold up far better than some of the other titles well into the future. The fact that we can look back at the Spaceworld demo and laugh at how dated it looks is proof enough.
My iPad is an awesome games platform but we're not going to see a game like LoZ:BotW on it for many years to come (but check out Oceanhorn). It offers great gaming, but in smaller bite sized morsels. My last console was a Wii and I can easily see myself getting a Switch mainly just for Zelda, MarioKart and hopefully a new Endless Ocean.
Here are a few multi-platform games I've been playing on iOS lately that have worked very well:
* Severed
* The World Ends With You: Solo Remix
* Final Fantasy 9
* Ace Attorney: Dual Destinies
There's a bunch of Breath of the Wild fanart out there that purposefully imitates Hayao Miyazaki's style: https://imgur.com/a/t4x4U . Forget realism, something like a playable Princess Mononoke is what I've been craving ever since the dawn of 3D gaming.
Ace Attorney: Dual Destinies is entirely in 3D but it manages to look a lot like the 2D art style of the previous games.
I found it far better than the Twilight Princess' rendering.
I've always liked that visual style.
Borderlands is an aesthetic I like, as well.
And how has no 3D artist on the planet got around to modeling an authentic transforming 1986 Unicron yet?
If you do not like those games, then no. I got it as a gift, but I would have gladly paid 20-30USD for it. Even though I'm not a massive transformers fan.