think stylization is usually used to mean “doesn’t look like a videogame” but maybe another helpful use would be “blows up and exaggerates standard videogamey forms of visual representation for effect.”
example, Monster Party is great but I always especially love how it seems to be toying with the noisy repetitive abstraction intrinsic to tiled graphics themselves. crude grinning faces and noise textures smeared around in rough approximation of trees and hills.

faxanadu and castlevania 3 are maybe also good nes examples, playing with the strange tactile quality and the dramatic black vacancies of tilesets respectively. LSD for psx does something similar with repeating textures I think.
maybe stretch panic is also an example of what I mean in that it feels to me less like it’s playing on cartooniness than on something latent in supposedly “cartoony” 3d games themselves, their tendency to devolve into just bright chaotic clusters of geometric primitives zooming around and breaking apart. or even just the stylization that takes place in videogame adverts/packaging?


I think horror games are more likely to lean into this stuff in general. maybe the mist in silent hill 1 counts - from what I’ve seen “…iru” could also be a good example in the way it uses unexpectedly bright or vivid colours to offset pitchblack darkness.


I mentioned it here before but the pc88 version of “golden grave” is really inspiring to me because of how hard it leans into the jagged, spiky lineart of early graphic adventure games (mystery house etc) for atmospheric and expressionistic effects. the straight lines are crooked, out of kilter, projecting at crazy angles. little scratches of detail or patterning are played against dramatically unbroken solid colours. objects don’t sit neatly on top of each other so much as they’re flattened together as a weird cluster of lines - maybe taking advantage of the ways that uniform line thickness tends to flatten perspective.



stuff that acknowledges and explores the frequent basic awkwardness of portraying anything at all in a videogame is always more exciting to me than like “wow they sorta got this 3d to look like a visually unappealing cartoon, a little, perhaps”