whoa!

I kinda gave up on this topic picking up steam again, glad to be wrong

@Facet heh, I feel like that's a "classic" now. Definitively still awesome.
@Elian @AlcopopStar I'm glad you guys brought up Ghost Trick - Phantom Detective and howard's IRKALLA stuff, I remember seeing em and liking em.
@Tim: Glad to hear that! heh, that sounds like what's going on in Ghost Trick, but howard's IRKALLA fan art and all the GGX tricks ( I'm talking about HOW they achieved the aesthetic, which is described the behind the scene links), Paperman, hell, fucking Journey if we're gonna round up examples...they all give me a lot of hope that basically any aethetic can be done well in 3D, although, clearly it wouldnt be as easy as a base pixelart aesthetic.
@Alcopop, I like the discussion you bring up, about pixelart being like lowpoly and I largely agree, it's much of the reason I finally started to branch out a bit, when you see stuff like these games and
David Oreilly shorts
you realize that it's about picking an aesthetic with strict rules, and in there you can find incredible variety and many new forms of expression for each set of rules. That provides that feel of making pixelart that we love, and it can be done anywhere and with any selection of tools. Actually,
here's a really interesting essay Oreilly made about this, I feel this is what pixelart is about beyond pixels
Where I see your point is when you say that really detailed pixelart is less interesting.
I see your point because I feel that when it's too much about detail and it starts to not show the tells of the technique it does become a bit like a really hard to do version of what people are already doing in ultra realistic photoshop images and in AAA 3D, that on top of that doesnt have a chance of being as detailed as either of those two things, because so much time is being spent on overcoming limitations instead of just adding detail.

The demoscene pixel pieces that were done with "dirty" tools and were almost exact copies of photos in magazines would be a good example.
But I dont exactly agree because I think many different aesthetics can be done in pixelart, and it's possible to think it's just flat colors and squary looking stuff, like discussed in the
Modern day pixelart? and
Uncanny Valley and Cuteness topics.

Everything starts getting homogenized to the same Sword & Sworcery aesthetic ( Darkfaxlz calls it hipster pixel XD ).
(Not that I think there's anything wrong with that look, it's fucking awesome to animate and it portrays things very economically, but nobody wants there to be just one flavor of icecream :p)
I think what's key is what Oreilly says, being coherent to whatever rules you started with, when you do that your piece will look good regardless of medium. (for example in the uncanny topic, I think much of the problem is we have engineers putting realistic faces with less realistic movement or behavior, or unrealistically cute faces with realistic details, the incoherence is what's uncanny)
What is key to me, about what I like in pixelart is that whatever you portray is portrayed in the most economic way, that direct focus on what the artist saw as beautiful in whatever is being rendered makes me feel like I'm being shown beauty, instead of just replicating in a phenoenom in a more mechanical way.
The more complex the phenomenom is, the more elements you'll have to bring in, but if there is still less elements than in the real thing, I still get that feeling of being shown beauty by an artist instead of having the object replicated.

The water in
this Fool piece has that, but his art in general is a bit too detailed for my taste, kind of like most of Metal Slug pixelart. They're both incredible anyway :p I guess it must be zoomed in for me to like it XD
I guess another way to put it is
I want you to show me what you felt when you went there, I dont want you to bring me there.