If you plugged Goldeneye in, on the other hand, it would devolve into Stand By Me «s pie - eating contest as everyone tries to figure out
the janky controls and squint hard enough to make the blurry blobs resemble human beings.
And final entry Zelda's Adventure is an even worse play experience, despite its classic Zelda overhead perspective, due to
janky controls and an awful frame rate.
A quick run with the PlayStation 2 original, and the PlayStation 3 remaster, reminded me of just how
janky the controls really were.
Not exact matches
Now I understand that I'm coming dangerously close to that fine line that defends shitty
controls with an «it adds to the mood» argument, but I truly think Wander's
janky movements is vital to that feeling of desperation and helplessness against the beasts, and suddenly having a different engine for the exploration would be completely bizarre.
I've always thought that it referred specifically to
controls, and if the
controls were
janky, it meant they were either unresponsive or, even worse, over-responsive.
Modern Sonic's
controls are slippery, and the speed / camera angles remain nearly as
janky as the first Sonic Adventure.
We'll start with a game I bought for a series I like, Super Bomberman R. Without thoroughly getting to its faults with the
control being a
janky at launch, problems with the online mode, decent but not amazing single - player mode, and the annoying unlock system that then doesn't award coins for local multi-player (the reason they know most people are buying the game in the first place!)
Controls can be
janky to learn due to the floaty nature of this anti-grav racers, but feel satisfying once mastered.
Now it's true, there are hacks and third - party workarounds that will let you remap these
controls to better suit your needs, but they are
janky at best.