I almost feel like I had a comment aimed at me, about stepping back from technology to storytelling... As a designer (wow, I've become legitimate) I chose to go with 16-bit for a few reasons, one was of course ease of production-if I can easily work in the tools, the tools aren't a hindrance to storytelling. Another was the fact that I could control things such as art assets, which are growing ever more wild with each game published. But, I didn't want a person to look and say, "ooh, shiny!"-I want them to look at it and say this is a story in a graphic medium. A story they get involved in, that they want to invest time in. I would rather spend my effort and time creating characters that you give a rip about than making them pretty. Technology is my friend in the Core i7 that I use to make the game. I like it in my shoes, or my knee brace, but I can see where we could stand to gain a lot from a 16-bit renaissance.