A pixel art 8 bit pastiche in 2012 can tap into ways the visuals in these games functioned but it can never operate in exactly the same way that works made for that hardware in that era did/do
Drawing with pixels in low-rez, low-color, adding tile restrictions, these things make you reduce any image to a absolute statement, but an image more complex than a tiny grid of colored dots is also reduced to an absolute statement through endless digital replication of the sort you're seeing in the screenshot at top. In a past time, in a past context, pixel art was the art that could be economically digitally replicated. That's not where we are.
little has changed aside from the symbols and the volume of reproduction. the tape/tilegrid has more stuff on it, a few floating point values here and there, but game software effectively operates on two levels:
- data: tiles, textures, models, maps, text, sounds
- process: the mechanics by which the data is rearranged and restructured to provide the appearance of another world (zelda) or an alien mechanism (tetris).
these things can be blurred together, but for the most part, they are as distinct in current video games as they are in Zelda. only the volume of data has increased. when we understand video games, we can use both the processes and the data as referents to latch onto and understand the game world in terms of our own experiences. because Zelda has such a low volume of data, it makes the processes more stark. the walking, encountering B E I N G S, even if it is rudimentary is more detailed than the endless, impenetrable mass of tree-markers. permeability, exploration, survival, travel, discovery, in simple procedural pictographs are the STUFF of the game more than having a sword or trees or people are. maybe it's easier to get to the beingness if you're not distracted by the pictures/animations/dialogue trees? we have more capacity to expand both of these parts of game software, but aside from strict representation of earth-physics, data easily gets the most attention. even procedural generation often has more to do with creating limitless data than referring to / invoking memory or idea of a process or experience. pictures? w/e. the world lives in the game loop.