So she designed with doing a throwback to the already existing Famicom sprites in mind.
I mean, that's self evident. She reused the same old sprites, except re-pixelated them with LCD displays in mind. And also factored in display stretching to keep things mostly balanced.
She did a great job in that technical regard. The old school sprites have been recreated, with updated displays in mind, perfectly. I just don't think that's... Really impressive at all in the long run.
Those
ugly, cursed Steam and mobile ports of classic FF games did
exactly what I feared towards the future. They completely chilled any hope or desire within Square to creatively reinterpret or modernize the designs of the classic FFs, making Square just safely fall back into the nostalgic low-fi sprites that existed decades ago. Because the blowback didn't mean
those sprites were ass, it meant
all new sprites were ass and we need to go back to basics!
Like, yeah, there's a market for it, and it's good. I'm happy for people who like that. But there was something far more amazing, creative and artistically interesting seeing updated, high quality sprite work with modern aesthetics in mind. Those sprites captured Amano's aesthetic far better than the technically limited CRT sprites of old. But, Square missed the entire point of why those shitty modern sprites were hated. It wasn't because they were modern.
Hell, we could've gone past what the Anniversary editions of these games did and had an Octopath style of 3D and 2D with updated sprites and new content to boot.
Instead, we're back in the past, Famicom style. Like Garland's time loop. Oh well