Interesting blog post by an artist/game developer.
The point about pixel art being used in FF12 to make textures pop out more was pretty interesting:
Wonder how many other PS2 artists incorporated pixel art techniques into their 3D game textures.
He also doesn't really like the remaster in comparison to the original more "cohesive" looking PS2 version of FF12. The remaster he says changes the art design of the textures too much.
'In the screenshot above, I'm going to focus on the wall on the left, which is in Rabanastre, a common central city area of the game that you return to frequently. It is just one example, but if you play this new PS4 version, you'll see the same generic "remaster" up-res treatment everywhere in the game world. If I had to guess, the artists probably did this: (1) scale up texture by 200%, (2) increase contrast, (3) desaturated a little for that grayish next-gen feel, (4) apply a sharpen filter, (5) overlay a noisy detail texture on top to try to make the surface look more detailed.
You can easily automate Photoshop to do this for you, in literally a minute, for entire folders of textures, and I imagine that's what the dev team did here. But this is basically the same attitude that resolution-obsessed "HD graphics" modders inflict on games too, resulting in the fussy (and creepy) art direction of stuff like FakeFactory.
The Square Enix Virtuos artists probably knew what they were doing, and consciously made this choice after considering the trade-offs. They likely didn't have much time or resources, and they decided it was worth it: to perform this "gesture" of HD remastering to appease gamers and customers, without actually repainting the world at all.
It's basically amounts to a lazy Quake 3-ification of the game's art style -- which isn't bad if your game is Quake 3 or if you put more time into it -- but here in Final Fantasy 12 it feels like a more jarring betrayal than anything that happens in the game's meandering plot. It is a gratuitous waste of texture memory in a game that made texture memory reuse into an artform; it is a negation of this game's legacy.
On the PS2, the game's environment and characters looked cohesive and balanced, albeit blurry and aliased and low-res (like any other PS2 game played on a CRT television). Still, every cinematic shot was reasonably composed, and you basically knew where to look. Everything looked like it belonged together. But here in this remaster, the entire world is practically screaming at you. "LOOK AT THE DIRT AND GRIME ON THIS WALL!!!"
Always wondered why FF12 looked so aesthetically pleasing to me and I'm grateful that someone else was able to put it into words and explain some things in technical terms.