The English site.
The reaction to this game... elsewhere has been frankly embarrassing to witness. Some of the complaints frame
Resurrection's use of non-pixel art as some grand betrayal of the series's tenets, and it's really difficult to read that as a sincere estimation of things in context, as while
G'nG at large may capture the hearts of its superfans through its aesthetics as well as its play feel, it has not widely been put on a pedestal as an exemplar of the form, until now when it's convenient to slight an unfamiliar expression by contrast (
Demon's Crest's aesthetic merits are a separate matter). The last time the series proper even had a chance to shape its worlds through retro purism-friendly means was in dang 1991--thirty years ago (I doubt many picture the WonderSwan game in their mind's eye for their formative idea of the series)! Only circumstances beyond exceptional would facilitate the continuation of the series in that mold today, when artists with those skillsets are no longer available at a whim, and those that are are putting in absurd hours and effort to maintain and elaborate on the visual legacy of their own decades-old material as a sort of last word on the subject, like with Tengo Project's works. A visual redefinition is a necessity for a project like this to even get off the ground.
I also don't know how to navigate the seeming revulsion expressed at the visuals because in my eyes this game is doing what for long years was a dream scenario with games like this in the circles I was entrenched in, in tying aesthetics to theme. Something like
Castlevania from the mid-2000s on felt shackled by its own history, constrained by the limitations of budget that left it defined by its own residue more than anything else. The worst of it was seen in games like
Portrait of Ruin, because in addition to ill-fitting repurposing of old material and uneven new offerings, the conceptual basis of the game set in brain-motion ideas of wildly differing pocket dimensions expressed in various art disciplines and techniques as the painting-hopping framework might have suggested, if the developers had the means and opportunity to realize such an ambitious vision.
Resurrection is taking its series closer to that reality than ever before, through the visual techniques and touchstones that have already been recognized by many, and firmly shaping the game's form to reflect its communicated setting and premise. It's a terrific reimagining of the concept that appears both feasible to execute on and imaginative in ways that mere authentic reproduction could not have achieved.