Whatever, I'd say a more modern look can be achieved even if being restricted to the use of 16-Bit gfx.
Check this out:

I added a few graphics (using PS - i didn't invest too much time though, it was a "quick shot" to display what's possible), an imaginary V2-launch site at the top, 2 new types of rooftops, some wood, mud and debris next to the house on the left, a green plant on the ridge in the middle (this is a seperate layer, it's a real picture (not drawn) with drop shadow effect).
The green plants at the right bottom are copies of the green plant, and - although being on the same layer (so the drop shadow applies to each instance) - they are stamps using the "sample stamp" feature. This allows for photorealistic 1:1 copies, unlike the brush method which wouldn't copy the actual pixel infos - saved brushes just use the shape of the original. The sample stamp might be like the tube-feature in PSP, someone asked about that in another thread.
I also added debris/obstacles at the end of the street on the right side. This could simulate a part where the road turns into a track consisting of rough terrain. The image is derived from a large image showing a dry riverbed.
It's really easy to enhance CCWaR's graphics, I just don't know (yet) how objects like trees or plants are then put into the game. [:)]
Every layer here can be somewhat pixelated, so that it blends with the rest of the world. A good addition would be to use a 3D renderer to create top views of buildings and streets. These parts could then be retouched with PS filters, to regain some of the typical "CC-look". [:)]