@KageKageKing:
I think I'm the only one who finds the clay models of Earthbound either creepy or ugly.
I totally get feeling that vibe lol. Children's claymation like in the Rudolph the Red-Nosed can be unsettling to look at. But I think you can use that to your advantage. Especially for designing enemies.
I'd prefer a toy aesthetic that's similar to how Sora, Donald, and Goofy look on the Toy Box world in Kingdom Hearts 3.
@Noqanky:
As for Link's Awakening, I fail to see how the artistic style is a problem. So far it seems to nicely recreate the feeling of the original, and jives well with the gameplay. I don't think they were specifically going for claymation or toys, just going for a logical 3D transition of what it was before, so faulting them for not going all out with a toy/claymation style is faulting them for a design consideration we have, not them.
That makes sense. Although I'm not saying that refusing to go with an arbitrary preference I have is a fault on them. Just that it would be more appealing to me if they went all-out in a surreal direction like that. Because that's usually how stylized art-styles tend to work for me. When making Wind Waker, they turned down making another psuedo-realistic Zelda and went all out on cel-shaded cartoons despite how radical a shift it was. It worked because it knew what it wanted to be and the game was made based on that. Although me speculating that they might have been trying something toy/clay-esque was purely conjecture based on first impressions. They probably weren't doing that (even if it would look totally freaking awesome and it's surprising how we haven't gotten a Zelda game like that yet).
I get that it's mainly focusing on recreating its pixelated art-style with 3D shapes. But even on that end, I think it would work a lot better if they simply updated the pixelated art-style instead of ditching it for this weird middle ground between a pixel Zelda game and a 3D Zelda game. It doesn't really make me feel like it's a logical 3D transition because pixel games from decades ago were mainly trying to replicate cartoony or realistic likeness while dealing with limitations, not valuing those limitations in and of itself. Appreciation for pixelated visuals as its own definitive art-style came a lot later thanks to nostalgic hindsight and open-minded creativity, so trying to adapt a sprite game LITERALLY straightforward into 3D feels weird because, well, the original intention of the game was never literally trying to be like that? If they had modern tech back when first making the game (with the suspension of disbelief that they would still try making 2D Zelda games instead of jumping straight to 3D off the bat lol), it would probably look more like A Link Between Worlds. Or how Pokemon Let's Go looks in comparison to Pokemon Yellow. Which works a lot better for me because it replicates the classic camera view of older games but embraces looking more like its actual character art with the world and models.
If you wanted to make a modernized top-down pixelated game… they should just make a top-down pixelated game? Like Shovel Knight or Sonic Mania? Because pixels can stand the test of time and not look outdated if you don't have a limited creative perspective? There isn't an objective rule saying you can't 3D-ify pixelated character models and I'm not saying this overall art-style vision is definitively bad or does not work. But I look at this game and feel like it's taking half-measures towards embracing whatever it is it wants to be, which gets in the way of me falling in love with how this looks compared to Wind Waker or Paper Mario.