Resident Evil is a very important game to me because a lot of its atmospheric jankiness is there in a very nuanced way based on the trashy Italian zombie flicks its creators clearly loved, down the color palette.* I used to think that was sort of an osmosis thing and not totally intentional but they doubled down on it with the sound design and look of the remake.
As someone who likes fighting games there’s too many things to list here. But the entire course of the genre has been guided by glitches that get exploited so much they get implemented in some kind of official way in later revisions of a game. After the massive explosion of them in the 90s, as budgets and teams dwindled in size for all but the biggest games in the genre, it’s cool to see how much that jankiness is still embraced to change things up. One that does spring to mind is Shen Woo in The King of Fighters 2003. One of his special moves would inadvertently cancel out projectile attacks if timed just right. This wasn’t intentional, but then in later games they gave him an actual move that does this because it was so popular.
Two games I REALLY love for their junkiness are Shin Megami Tensei and Persona 1. They’re junky game, full stop. But they’re also junky games that have incredibly oppressive atmospheres because of how their limitations and junkiness are exploited. Both are from before the days of Persona 2: Eternal Punishment, when the games were primarily played from a first person perspective like Wizardry. In SMT1 while walking from square to square is relatively smooth, you don’t see any potential enemies OR people to talk to or interact with while walking around. Instead stuff just pops up in front of you after you take a step. With the number of dream sequences, gory descriptions, and general apocalyptic nature of the game it adds a great, extra nightmarish feel to it.
With Persona 1, this is stupid but okay so in Persona 1 you move around a world map. Then when you enter a location you’ll be in a small over head area with 2D sprites of your characters/etc. where you can walk around and talk to folks. During these points they…were too cheap to animate any of the sprites besides the player’s. So any time something dramatic happens where a character has to say run to another character or whatever, the screen fades to black, you hear a sound effect of whatever’s happening, and the it fades back in with the character in their new position. I just love that, I don’t know why.
*(I wrote a thing about this connection a while ago if people are interested)