The elaboration is that simple, they're not crafted with respect to the original design because:
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For the most part, the only things that aren't 1:1 high-res updates here are the signs.
Which means that in doing so the design choices in stylization and simplicity to allow for re-using assets are completely thrown out the window - every fine detail that's noteworthy on one item now appears on every single item. Adding more pixels kills the stylization and adjusts the player's expectation. Because I don't have the game to make high definition screenshots to compare to each other - I have the game to play.
No, it's not, it's really not. For starters, Jaime Reyes now has a certificate of award for the construction contract in his office (much authentic) and I couldn't help look at it because it was there in high detail (and it's a real certificate basically lifted from a real company's web site). Orange and Lemon Lime are now nowhere near each other on the vending machine.
Painstakingly faithful would have kept in mind that Anna Navarre had a glow of life in her face, representing her rosey attitude towards the future and her capacity for deception when compared with her grey golem companion Gunther, nor would it have killed the red in Gunther's eyes that made it so easy for them to shift him from threatening to pathetic with a change of the camera angles. Thrown out the window in the name of more pixels and more grimdark.
In 1998 they made a shot for shot remake of Psycho (1960) with the assumption that it would be great because it'd be Hitchcock's genius combined with colour and high definition and clearer sound. The film is considered a complete waste of resources, was considered lackluster by critics and has fallen into relative obscurity. Part of their problem: They never considered that Hitchcock had the option to shoot in colour, but chose black and white deliberately because he wanted to use tricks that work in black and white and don't carry across in colour.
The same sort of considerations need to be made when you reduce the level of stylizing anything - and they haven't been made. This is without going into the problems that occur when you haphazardly mix low-def and high-def and the significance this lends to things when you're playing the game.
I don't like the new design of the standard issue pistol - if it was supposed to look like a Glock it would have looked like a Glock in the original. It was supposed to be bulky and shiny to convey that it was the clumsy and brutal alternative to to the crossbow. Now it looks all sleek and stealthy and refined - the opposite of how it's supposed to come across.
I don't like that the flares now have "FLARE" written across them like there's a chance someone is going to mistake them for a suppository. I don't like that every time I point my gun at a model that didn't get the hi-def treatment it looks like I'm about to shoot some pixel-peasant from another world. I do not like that crates no longer read clearly because they're faded stains on wood texture instead of clearly marked. I do not like that now many levels consist of randomly clean and randomly grimey items because asset recycling had to happen so often.
I do not like them on a boat. I do not like them on a goat.
They break the visual narrative, change what draws attention and what seems important and the pace of how you read visual information. That's the part that should be painstakingly worried about first and foremost. Add to that Revision forcing them all in at once makes it such a mess of visual shifts that it's hard to tell which mod does what, why and if I'm supposed to find it significant or just ignore it.
Are they great for people who've played the low-def version to death and want some novelty and something fresh? Probably. I mean lots of people seem to like them. Are they authentic and true to the game? Nope.