Right, sure that's an important distinction. I shouldn't really talk to the motivations of oil painting masters because I'm not one of them, anyway, on a more constructive note, here's why I still engage with pixel art although most of the principles of good art seem to me to be translatable in other media and/or methods of making pictures:
Clusters. It's very beautiful for me to make something harmonious out of interlocking squares where you have a good sense of 'atom' count, distances become clearer, bigger/smaller shape contrasts are more apparent than in a higher resolution medium.
On a secondary level, there is a traditional, archival quality to pixel art in gaming and whomever wants to make a pixel art game with an appreciation to it knows where they're trying to slot it, historically. Retro games reference eras, new-school purposefully is iconoclaustic and so on.
Talking to Auro in particular, game looks like this:
To me immediately there's four problems:
1. It looks like a typical Amiga-era incomprehensible UI, but the game looks Japanese-cute. Historically this is a mish-mash that I don't understand, which wouldn't be a problem on its own if
2. This looks like a hexy tactics game and it has no Final Fantasy Tactics/Ogre Battle isometric miniature world to marvel at. I'm not great at tactics games and I still gravitated towards them and wanted to play them to look at the little iso arenas, and pixel art *is the medium for iso cuteness* and the designer decided to opt for generic hexes that look so featureless they could just as well be vectors/hd art with sprites on top.
3 That makes it look like the game is mish-mashing pixel assets on top of non pixel-terrain.
4. Clusters : the spites scream pixel art but the technique is not clean and bold, it doesn't look to me like a game that wants to be made of pixels and has thought about what to do with its pixelly self. Pixel art games that actually are seeing success (even casual ones) usually have an apparent identity at one glance (think of perhaps Sword and Sworcery). A constructive way to move forward with pixel art for this studio would be to actually *do more advanced pixel art*.