Articles, Video Games, Waxing Inquisitive
Leave a comment

Interview With The Development Team Of Attack On Titan: Wings Of Freedom


Ever since Hajime Isayama’s brutal Manga was adapted into it’s very own Anime, courtesy of Wit Studio, fans have wondered what it would be like to be in complete control of their very own multi-dimensional manoeuvre gear, having to use it for the sole purpose of slaying giants that threaten the safety of humanity’s remains. This has been attempted, but never successful. Even to this day, fans still long for a well-made Attack On Titan action game that will give them the same, if not greater, thrill than that of the series’ Anime.

Koei Tecmo and Omega Force have come together, once again, to answer the call of the fans with their upcoming multi-platform title Attack On Titan: Wings Of Freedom. Using development assets from their more recent titles, Omega Force have come to create an Attack On Titan game that fans can be proud of, and us here at SnapThirty have been given the grand opportunity to interview just a few of the key players behind this game’s development.

Hajime Isayama, the creator of the Attack On Titan Manga, has stated that he looked towards Marvel’s Spiderman for inspiration regarding the movement style of the soldier when using the three-dimensional maneuver gear. Were you also inspired by Spiderman when developing the mechanics for it’s use in the game, or was there a source outside of that?

We referenced Spiderman and Batman games, but in order to create a manoeuvrable system that felt right it required multiple attempts through trial and error.

Having read the Manga, and watched it’s Anime adaptation, you get the overwhelming impressions that each character fights in different ways, albeit subtly. When developing the models and movement mechanics of the individual characters, did your team find themselves changing certain features to match that of the character’s personality? 

In order to avoid feeling as if each character has the same set of movements, we felt that it was very important to differentiate each character. What we came up with are skills that cover the character’s attributes and growth elements, and individualised them by matching the appropriate set of skills for each character. When creating skills, new specs were added to the battle system as well as adding existing specs.


Attack On Titan is a franchise that begs it’s audience to choose a favorite character; who are your favorite characters, and which of them did you find it most enjoyable to play as in the upcoming game?

Within the dev team there is a big spilt among votes for favourite characters. While Eren, Mikasa and Levi are popular, there are team members who adore Jean, Christa and Sasha. One enjoyable way to play is to start with the franchise’s main character Eren, and later on Levi, who is referred to as “Humanity’s Strongest Soldier.”

The combat featured in Attack On Titan is anything but standard; it is fast-paced and brutal. Was it difficult having to translate quick movements and battles against larger-than-life enemies? 

We developed the game focusing on the speed and exhilaration of the omni-directional manoeuver gear, but in the early stages of development it was easy to experience motion sickness and was very difficult to control. In order to fly around freely using simple controls, we adjusted the camera and changed the controls many times. On the other hand, the opposing Titans must exist as a threat to humanity (the player), so in order to counteract the mobility of the human characters, we really struggled with adjusting the Titans’ actions and algorithms.


Attack On Titan is a polarising franchise in many different aspects of it’s makeup. What did you find to be the most difficult when developing this game? Also, what did you find to be the easiest? 

The most difficult point was to replicate the omni-directional manoeuver gear into the game. It took many attempts of trial and error to implement a system where players can move where they want whilst also being visually pleasing. As for the easiest point, all of the dev team members are fans of the manga and anime, so there wasn’t a need to study the story, universe and character personalities from scratch, so we didn’t face difficulties in this area.

Spike Chunsoft developed the first Attack On Titan game; Chains Of Humanity. It was not too well-received with many reviews stating that it simply didn’t feel like an Attack On Titan game, that it should have been much, much more. What do you think will make your game, Attack On Titan: Wings Of Freedom, feel like the type of Attack On Titan video game title that people will instantly fall in love with, much like the series?

We aimed for a game where gamers can enjoy freely moving around using the omni-directional manoeuver gear, and will immediately feel like they are within the “Attack on Titan” universe. There are also the visual elements that can only be expressed within a game, as well as the tactical elements of the game system when battling Titans, which can be enjoyed through replaying missions.

Attack On Titan: Wings Of Freedom is set for a release across Europe on the 26th of August, with a follow-up release in North America on the 30th. The game will be available on the Xbox One, PC, PlayStation 3, PlayStation Vita, and PlayStation 4.


Let us know your thoughts!