When classic-style sprite-based graphics came back into fashion a few years ago, a lot of people called it a retro revival. Truth is, good old dot art never really went away. Polygons may have largely taken over during the PS1 and PS2 eras, but you could still get great 2D games on the GBA and DS during that time. Case in point, Gekido: Urban Fighters was a PS1 game first, with chunky butt textures and thicc-as-hell polys to spare, and it did OK, but it wasn't until Gekido Advance: Kintaro's Revenge hit the GBA in 2002 that people were really impressed with how these games look.
That's probably why out of the two games, it's Gekido Advance: Kintaro's Revenge(now re-titled without the Advance part of the name) that's been re-released on the Switch. Those classic sprites still hold up great, even by today's standards, making it one of the better-looking games in its genre on the Switch eShop. It also adds two-player co-op, which is a fine addition, though it's a shame they weren't able to give the new protagonist a standing animation. That's no big deal though. The problem is, the game holds tight to the limited replay system of the arcade games that inspired it, but it drops the classic structure of titles like Final Fight and Double Dragon in favor of a slow-paced, key-hunting, "adventure" framework.
That kinda stinks.