315 points•tobr•11 days ago•129 comments•

129 comments

fasterik10 days ago
I like to think of modern pixel art as its own aesthetic and art form. It's designed to be viewed on high DPI LED screens, and that's fine. I don't think it should be judged by how it looks on a CRT.

There's an undeniable charm to the older era of pixel art, and surely part of that is nostalgia, but I also think a lot of it comes from the fact that the economics and the hardware were a lot different. Up until the mid 1990s, the highest paid artists in the industry were working on pixel art games. The hardware was slow enough that there were real creative constraints, and we know that constraints often drive creativity.

pvillano10 days ago
Ironically, pixel art today is the affordable default for indie games.
GuB-4210 days ago
I think it is, again, a way to work around limitations. Economic limitations in this case rather than technical.

Compared to modern HD graphics, pixel art is more affordable because you can hide a lot of details you would normally have to work on behind these fat pixels.

And the most interesting trick, to me, is that pixel art looks sharp! The non-CRT-like square pixels is a feature.

Blurry usually doesn't look good, it is as if your eyes can't focus, or that you are looking through a dirty window, it naturally registers as a problem. Real life has details and you are missing them. With sharp pixel boundaries, you are telling the brain "there is no problem with your eyes, everything is fine".

It is not the only way of introducing artificial details to make low detail pictures look fine: scanline effect, screen door effect, ostensible dithering, etc... But pixel art is a good compromise, in addition to being a recognizable somewhat nostalgic art style.

That's my theory at least.

ymolodtsov10 days ago
Good pixel art is quite difficult to make. This default pixel art usually isn't; it's just not that great.
goosejuice10 days ago
Maybe not for long. It seems to be the art style most difficult to get right for diffusion models.
bitwize10 days ago
CRTs are to video games what vinyl is to music and celluloid is to cinema. The flaws associated with the physical medium have become the defining aesthetic, such that a new medium which removes those flaws feels "sterile" and "hollow", like a concrete-slab brutalist building. There's also the sense of nostalgia. Rock music was less commercialized, or perceived as less commercialized, at the peak of the vinyl era (1960s-1970s). Computers and video games were more fun at the peak of the CRT era (1980s-1990s). So our brains kind of do this substitution wherein "warm fuzzy feelings we associate when X was popular" -> "X is better".

All I know is that when CDs hit the market I savored the additional detail they provided. A good, non-loudness-crushed recording had so many sumptuous highs I used to reach my fingers out and try to "feel" the consonants and vowels of the vocals. And when LCD monitors began to supplant CRTs my eyes were relieved at the additional sharpness. I remember these transition points, so I can say definitively that there was a time when we thought the newer stuff was indeed an improvement.

zajio1am10 days ago
> I remember these transition points, so I can say definitively that there was a time when we thought the newer stuff was indeed an improvement.

Exactly. Around 1999, I switched from 17" CRT to 14" LCD, as the sharpness of the LCD was breathtaking and made up for the smaller screen size.

gwbas1c10 days ago
> I don't know if the CRT version is taken from an actual CRT, but I doubt it - I actually think it looks too fuzzy. I may be wrong - it could be an effect of a close-up photo scaled up - but it's more likely a CRT approximation generated by a software filter on a modern machine.

On both the NES and SNES, the pixels were so large that you could clearly see them even when using an RF adaptor. Each pixel was two scan lines, and wide enough that dithering was still very visible. The same goes for older games in the arcades up to (roughly) the early 1990s, (and I didn't spend much time in arcades after that.)

Not to say that artists didn't take advantage of CRT quirks, but you needed a really $h1tty TV, (much worse than the ones that I and my friends had) if they were going to fuzz away the edges.

corysama9 days ago
The 12” TV that I played SNES on had convenient brightness/tint/sharpness dials. Depending on my mood I’d turn sharpness all the way up for hard pixels or all the way down for a free Gaussian sampling filter ;)
r3trohack3r10 days ago
> I also agree that modern, blocky pixel art often is a kind of misdirected, anachronistic nostalgia.

Pixel art, for me, is the Gameboy Color and Gameboy Advanced which I never played on a CRDT.

opan10 days ago
Same thought here, GBA was the peak of mainstream 2D graphics for me. I look at games from that era and often times they have aged well, they still look ideal to me.
ymolodtsov10 days ago
I enjoyed playing GBA game the most on my Anbernic. They do feel good to play in the way the previous generation just doesn't.
latexr10 days ago
Hear hear. I’m so tired of this pixel art elitism (exhibited in the article) which asserts with certainty that our fondness for pixel art comes from viewing it distorted on CRTs.

The Game Boy was insanely popular, is part of many people’s introduction to and fondness for pixel art, and it had an LCD screen.

vardump10 days ago
This is not elitism, it's about historical accuracy. This is how many remember the games of their youth.
RunSet9 days ago
Also I remember the game magazines had advertistements in the back for VGA adapters for the SNES.

My neighbor had one and we all agreed that the sharper picture looked better.

https://www.jamesfmackenzie.com/2026/09/06/plugging-a-snes-d...

While the Sonic waterfall is probably deliberate, I find it more likely that people have always preferred the highest resolution and the crispest graphics they can afford.

ereiamjh10 days ago
It's not that CRTs were "forgiving", it's that designers leaned into what they'd do to pixels. A classic example is the tanks in Atari 2600 Combat - they look ridiculous on a hi-res screen. On a CRT they sort of look like tanks.

I have a JAMMA cabinet at home. It has a CRT in it. I usually play on x-in-1 pirate emulator board. So I don't mind that not all the hardware is authentic. But it's important to me that the screen is authentic, or it all just feels wrong. The curve must be there, the scanlines must be there.

I really get quite cross when you visit a museum and they've got retro games playing on flatscreen LCDs. Doubly so when it's meant to be a vector game.

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