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SOJ Attack on Titan · The Games
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What is Koei Tecmo’s Attack on Titan game (2016)?

The game that solved the only problem that mattered: how flying at a Titan should feel.

Koei Tecmo assigned the licence to Omega Force, its Warriors studio, and the fit was structural: a developer famous for crowds and giant enemies, given a story about soldiers swinging on wires into giant enemies. Attack on Titan released in Japan on 18 February 2016 for PS3, PS4 and Vita, and in the West that August (Europe 26 August as A.O.T.: Wings of Freedom, North America 30 August), with Xbox One and Windows added for the overseas release. It retells the anime’s first season (manga chapters 1–33) with new side scenarios, through ten playable characters.

The numbers say it worked: 150,682 copies in its first Japanese week (outselling Street Fighter V’s launch), a Famitsu score of 34/40, and 700,000 copies worldwide by Koei Tecmo’s 2016/17 reporting. The beloved production footnote is the missing English dub: one was planned and abandoned for budget reasons, so Western copies play in Japanese with subtitles, which most fans now consider the correct accident. A Treasure Box collector’s edition anchored the Japanese launch; the producer was Hisashi Koinuma, the director Tomoyuki Kitamura.

Attack on Titan Wings of Freedom key art
OMEGA FORCEOmega Force built the swinging, squad-based combat that defines the Koei Tecmo games.

WHY IT LANDED

The design in one paragraph each
The movement is the game
Omega Force rebuilt its engine around the maneuvering gear: anchor, swing, boost, strike the nape. Every review, kind or cruel, agreed the flying felt right, and everything else in the game is scaffolding around that verb.
A season, faithfully
Chapters 1–33 with the anime’s voice cast and staging, plus original scenarios in the margins. In 2016 this was the fullest playable version of the story anywhere.
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THE FIRST WORD

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