Telika: I also liked how... such games with minimalist symbolic graphics have, in a way, the best graphics. It's like chess pieces, so you can project anything onto them, and even vary it with you mood (epic, goofy, creepy, etc). You just have a hint, a general idea of what is represented and you go with it. Could just as well be simple floating words (I think a game has attempted this). As graphics got better, designers had to make, well, design choices, fixating a creature's shape and style, and possibly failing artistically. Abstract games (Ultima, but also Cultist Simulator) go way beyond, in terms of evocation.
Actually, I was thinking how abstract graphics can better enhance mood rather than detailed 3D models, because there's a clear limitation, the brain isn't fixated on what's there, so it envisions what is described.
Are your player characters giants sliding across the landscape and walking over entire cities? No, it's just there to dictate your position in the world.
Your character shoots arrows with their flail? Nah son, that just means they're attacking.
Sometimes you get silly examples, like a radioactive rabbit whose portrait is just a generic rat, or maybe they rely too much on using a shotgun sprite as a use-all for two-handed rifles when they could've maybe made a different sprite set that depicts a higher tech weapon like a genericized M16 or some such.
On a different note, I kind of like the idea of having to refer to the manual for story beats, but I understand that's not to everyone's liking and even I find trudging through a bunch of text boring. Still, I like the idea of a novelesque description of events, especially if it's handled in a way that's natural without bogging down the game. Not that this hasn't been done in newer games.