Over the years, much has been made of Mega Man's hideous box art, and of the general pimplyness of game art's 8-bit pubescence. But ere we hurl stones at an older era's ugly glass houses, let us first look to our own, or something!
Like this, for example. Now that is some garish shit. Even the boxes for major games like Metroid Prime 3 aren't likely to win any design awards. Most of the time, they evoke summer-blockbuster viewing more than the subtler experiences their contents (hopefully) provide. They also tend to be stuffed full of colorful characters, when, more often, the unique experience of a game comes not from its characters but from the texture of its world.
Perhaps realizing this, some clever commenter over at NeoGAF started a thread soliciting game box art designed in the vein of Criterion Collection DVDs — playful, inventive, minimalistic, gorgeous. It is — ahem — the best thread ever. So much the best that even I, not much for Photoshop, spent a few hours mocking up some covers myself. Hit the jump for my efforts and my favorites from the thread.

Super Mario 64 - McBacon
Very much in the Criterion mold, which some contributors didn't quite catch.

Dr. Mario - somnific
Elegant, simple, instantly recognizable. Awesome work.

Bioshock - Bernbaum
This one's ingenious, and (given its simplicity) remarkably eerie in its evocation of the lost city.

Mirror's Edge - Jocchan
There are a bunch of Mirror's Edge pics in this thread, many of them very handsome, but this one makes a highbrow art reference in a non-arbitrary way.

Donkey Kong Country - Jocchan
Really captures the playfulness and tactile quality of many Criterion covers in a way that also perfectly suits the game.

Sonic the Hedgehog - zaidr
Just a great idea, and it also emphasizes how Sonic and co (in their earliest, best form) are less characters than multicolored, shiny projectiles in a giant pinball machine.
Okay — here are mine:

I've always loved that sunset/sunrise scene on Zelda's title screen; by hiding what's on the other side, it implies mystery and adventure in a way unskippable owl monologues never will.

Another wonderful thing about Zelda 1 is the mystery of the ancient. I wanted this picture to look like the dusty cover of some '60s anthropology book, but I'm not good enough at Photoshop for that, so instead it looks like the poster for an IFC documentary about Bali.

Then there's Zelda's sense of loneliness, which I thought was well-served by this Asher Durand painting. I picked that font cause it made me think of academic editions of 19th-century American classic novels (which often have Asher Durand paintings on the cover, as well). If I were really working for Criterion, I'd make sure to find a Durand painting with some hollow tree roots, to emphasize that sense in Zelda that there are secrets (to everyone!) tucked away everywhere.

The original Metroid is a scary game, largely because of the feeling of exploring a dead world. Those Chozo statues don't have a comic-book back story; they're just sitting there, creeping you the fuck out. Dead birds tell no tales, friends. (Until they get sequels, anyway.)


Using game assets seems like something of a cheat on these covers, since part of the goal is to suggest a tactile quality that the games themselves leave to the imagination. But when the game art is as immortal as Yoshitaka Amano's, it's hard to say no.
(Sorry — that second one doesn't scan so well on a white background.)
So there you have it. (Sadly, the word "Actraiser" superimposed on El Greco's "Annunciation" wasn't as awesome as I'd hoped.) Go check out the thread, then start demanding better from your favorite game publishers!