Three Dimensional Maneuver speed is how they conquer the height difference and allows them to attack only real weak point of a giant, the back of his neck.
The result is that you have what can only be described as steam powered giant spider attacking with swords. Although they are not superheroes, so when they err results are both fatal and very messy.
So far, this feature speeds Three Dimensional Maneuver escaped a game adaptation for Attack on Titan. To be fair, this is because it is actually a difficult problem and most publishers these days are wary of deviating from the functionally standardized norm.
Omega Force has done the smart thing here though and apparently tested on basic mechanics in various prototypes carefully beforehand and it shows.
The reason why they got right way is that they linked seamlessly the two types of movement with the gear. The first is the navigation of the environment, which grabs you attach to nearby objects and throw you in the air. With a little practice and some extra incentive, you can fly around the environments of the game very well.
The second point is when you hang a giant. You select giant when in range, then attach a grappling hook accordingly. At this point, you can start to turn around whatever the fixed points that you have attached to (these being neck, arms and legs). As long as you hold left or right, you orbit around your target, but when you let go, you zoom to kill him and use your swords. Timing is key and if there is a nice degree of skill to come into successes.
The ability to target the arms and legs is also useful because it can stop either giants to enter and try to eat you, or to prevent them from running. Later, some giants also have their severed arm to release the neck to the attack. You also have resources that can be gathered by attacking some members that show a yellow icon, although more of that later.
The merger of the two types of motion and fluid controls makes this attack very satisfying game on Titan only on a mechanical level.
For gaming fans mecha there, then there are echoes of From Software games earlier Episode Another Century on the PS2 here. Although the basic mechanics solved differently, the overall structure felt very similar to me.
Missions themselves are actually closer in tone in Dynasty Warriors games, you have to deal with a giant map populated and protect your teammates. wisely manage your targets and local really helps to efficiently identify cards and gives the game a slight tactical advantage to it.
It’s not all good though.
While Omega Force has managed to mostly nailed the game mechanics, the results of a non-standard approach means that the game camera can go a little crazy in enclosed spaces. Normally, this can be overcome, but it’s there. The problem is that this is not so much a technical issue that just needs more time to repair, but the result of the design approach the team took.