If you're making mobile games, you can't thread the line between HD and Pixel Art. Either you go fully retro chunky pixels that make people go "ooh retro!", or you go smooth HD painting or Vector graphics.
Anything in between will just be seen as less than HD and therefor pointless.
It's pretty interesting what you brought up here, especially since we talked a bit about it in the last streams Seiseki.
Sometimes I question myself if there is place for "modern" pixelart or if it's just obscure to people that this exists.
I am not particularly talking about modern aestethics, which stick out because they have an unseen style.
I am talking about detailled, yet super clean pixelart which goes along with modern tech, but which is fairly simple to animate. with tile/screen resolutions of 32x32 pixels, but clearly pixelart and taking advantage of the medium
Mainstream Audience at this point definitely seems to be oversaturated if it comes to 8-bit pixelart.
16-bit art is compared to 8 bit a lot more expensive/time-intensive to produce, but still a possibility.
8-Bit got taken up because it was feasible on an economic scale and doesn't need great artistsd (as the wave of 8-bit indie games clearly showed - seen on the overall percentage), not necessarily because it looks awesome.
The thing is that a lot of pixelart which is established has a style which is kinda "iconic", which means it's established because so many games already used it and it evokes memory.
In my eyes most pixelart looks on todays hardware terrible (most 16-Bit era games), because it was made for much blurrier screens. It would definitely need modern cluster technique and things to make them goo looking.
But then people tend to not really see a difference between that gritty (let's call it "unpolished") style of pixelart which doesn't really use cluster techniques or careful placed AA. In a lot of cases they call visual noise "details"
IMO visual noise is the reason why 90% of all pixel art sucks. And in a medium whihc should be really tightly controlled, like pixel art is there is from a reasonability standpoint very little space for "unwanted brushstrokes"
Most old games just look bad in terms of graphics (seen on the overall percentage of games released) and there weren't many game asset artists which stuck out. Most of old graphics also seem to be rather "programmer art" not done by artists, rathwer by people who just drew a bit.
Honestly I don't give much about "HD". I think that modern pixelart keeps a 16:9 ratio on screens is much more important on the first hand, because that's visible right away.
Most "HD-Worshippers" don't play 2D games anyways.
My own opinion about modern pixel-art styles should look:
-need to be easily editible (because that's a clear strength uniquely to pixelart)
-easy to animate (another clear strength of pixel-art)
-no to barely none visual noise (because of flatscreen tech)
-and of course strong underlying drawing techniques
I think the biggest thing pixelart brings to the table to be still considered as visual medium is that one doesn't get a "visual clash" of background and foreground objects, as it is the case with vector characters and painted backgrounds or painted characters which get animated by cutting them in parts - which evokes always an uncanny/uneasy effect on the viewer - similar to the uncanny valley if you look at hyperrealistic robots.
Also this regarding HD:HD article, good read:
http://www.fortressofdoors.com/doing-an-hd-remake-the-right-way/