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Silent Line doesn't do anything drastic to AC3's formula but instead delivers an absolute smorgasbord of new parts to a genuinely insane degree. EVERY mission has hidden parts to collect, hell, some levels have up to 4 or 5 parts to obtain. There are also part rewards for completing a certain amount of missions with each leg type, the typical part rewards you gain from company loyalty points or arena match completions. In addition, you have every part from the base game return (albeit at a limited selection until you complete a handful of missions) providing over 400 parts altogether. It certainly lives up to its reputation as an expansion, as there's an absolute wealth of options to play with here that SL makes AC3 look fairly basic in comparison.

Overall it's more of the great Armored Core 3. It's a bit shorter and the missions can be tougher, but I never felt like it was an unfair game. I will say that the amount of double AC ambsuhes is a little high. This game taught me to prioritize the mission objective and start running past enemies for a reason. More of a great thing is great, give it a look once you finish Armored Core 3!

Improves on AC3 with a more daring storyline and some gameplay refinements, bringing some much needed big concept strangeness to the setting

'Silent Line: Armored Core' is a fantastic expansion game and has made itself possibly my favourite entry thus far. If 'Armored Core 3' was an engaging and surprisingly poignant mecha romp then 'Silent Line' is more so, only now further developed in conciseness and creativity.

Mechanically this is practically the same game so I won't repeat my praises of FromSoftware's introduction to the third generation, but this does not at all mean that these games play the same. 'Silent Line' is noticeably more demanding but also features levels which support more frantic combat and makes some changes to building your AC. Starting with the latter mentioned alterations, left arm weapons have evolved into proper form here, and there is now a huge variety of left arm ranged options to choose from, not just howitzers and laser blades. As long as you customise your control method to make firing both at the same time feasible you can create some utterly deadly combinations which will be necessary for these new, much more challenging missions. There's such excitement in how much 'Silent Line' expects of you, treating with almost 200 new parts, many of which are hidden off the beaten path in levels, making the polyamorous marriage between systems, mechanics and level designs stronger than it ever has been. They all feed each other dearly.

'Silent Line: Armored Core' truly has one of the most finely tuned difficulty curves I've enjoyed in a good amount of time, every single fight feels more intense than the last barring a singularly disappointing exception I'll speak on later, and the kinda weirdly balanced Arena. The Arena this time is gated and paced similarly to how to was in 1999s 'Armored Core: Master of Arena', and those of you who read my review of that game will know that I very much approve of this, it's just that I found most of the encounters too easy. Lots of the builds felt samey or had weaknesses so universal that the cool quirks of their design just never got a moment in the sun before being obliterated, but other than that occasional hiccup it was just as fun as it's always been and the best way to stay on top of the economy since mission providers are extremely stingy with cash this time around. John Morbius was certainly a more formidable Nine-Breaker than Ace, and the three new maps are all great additions which I spent a lot of time on. Now, while the Arena might be a bit on the absent minded side at times, the main missions are laden with welcome skill checks to keep even those who demonstrated great talent in the base game from slacking off. The mid-late game has great tests of endurance and careful consideration of how one spreads their AP across a mission in a daunting decent in an underground lab the player performs asynchronously with another pilot, or movement in a frenetic assault on a base near the titular location where orbital lasers paint the floor you spring from. Mission variety is on complete focus, as while this game is much shorter, it is only made better by how precise its concerns are. Every mission feels like it would have been among the best of 'Armored Core 3' and while the environmental design is not as rich, it still plays as an elegant framing device and has some very strong moments. On the former point, as missions get closer to the Line the areas become bleaker, more barren, featuring less to be able to draw conclusions with. This makes the mystery of the Silent Line as a location much stronger, giving its eventual reveal the same appeal as the surface possessed previously in '3', the design of the unique enemies which come to defend it being almost otherworldly in appearance makes the player controlled AC feel alien in these settings, immersing you as the encroaching force, the invasive vulture, reporting to a nest of saccharine metals and short-standing concrete. This idea is played through to the end and it's very compelling, it would be easy to think of the extended time you spend away from the Line and even underground in places from 'Armored Core 3' as cop outs, but the missions themselves that take place in moments like that are backed by the same level of enthralling, memorable challenge and elegant narrative contextualisation that it would feel weak-sauce to make a negative point out of. The return to the Controller's lair in old Layered is such a haunting section, doubling down on the presentational twinkles from 'Armored Core 3' of a bleaker, more tested setting that have now truly gleamed into the representative qualities they were building up to be. The mission, in terms of structural design, is also strikingly bold in asking "what if instead of having two enemy ACs up the player's ass... we had... three? Wouldn't that be bossed up?" And for sure, it was awesome, though someone really needs to teach Ori how to get his Moon Salt to re-ascend an elevator shaft properly without getting his big metal knob stuck in the crevices on the way up. These levels aren't padding, they're pacing, this builds reverence and anticipation for the unexplored region of the surface world, FromSoftware know how to mediate this aspect to great ends here and it results in quite the enticing game.

Such as it is advanced and majestic, the Silent Line, it is to take no want of humanity, ostensibly. As the game goes on the player will unknowingly build a relationship with the series' best antagonist who shall remain unnamed for the sake of keeping this review spoiler free, but the key understanding is simply something excellent. By the end, it is to be realised that it was never the Silent Line which rejects humanity, but rather the other way around, for the systems of capital have dominated so much of this setting that they now almost entirely define human existence all up to a single point, that of the vultures themselves. This system, these visions of metal and smoke, it never wanted the prosperity that could be found in the Silent Line to be constituted by attributes relating to the inherent worth of its environment—capital doesn't see things that way—it was merely some new medium of conquest, of advancement, of capital aspiration. Humanity, dictated by the corporations, pushed forward toward it in a pattern, a pattern so deep that no reason could penetrate its cover of cruel and spotless steel, simply because they had to, simply because there had never—in their minds at least—been anything else. The antagonist surreptitiously places faith in the player controlled Raven, provoking them at various points to think about what these organisations you cater to might do in their ascendancy to power, calling out to them in the dying voices of their minions , trying to reach them in some way to maybe awaken the idea that one mightn't feel all too comforted by this pattern of endless violence when it's logical conclusion draws closer. By the end, toppled over in an unfortunately easy boss encounter, they tell the Raven that "the rest is up to [them]", this onus, just as it did with Klein in 'Armored Core 2' comes back to those who might have the power to truly change things if they themselves can change, the faith placed again in those who choose to awaken anew, away from all of this.

The capital submissiveness of the Ravens as a focus could very well be seen as a little trite at this point, but I don't feel that way, not only because the 'Armored Core' series is finding more poignant language to express these things, but also because this language is being treated to an intersection relating to industrialisation's relationship with our physical environment in capital's inability to appreciate our very own Earth—or, as implied, any other aspect of life—so far as it sits outside it's own mind game, and the game has levelled out to a point of self awareness that makes it hard to call pretentious. The idea of the Ravens as competitive vultures has been played for both drama and comedy at this stage, with a one very funny mission in particular having three of them—including the player—start senselessly ripping each other apart during what was supposed to be an light aim training exercise, hilariously being one of the harder two-on-one fights in a game with a bunch of tough encounters of that type.

I have such deep affections for the third generation of 'Armored Core', these two are absolutely some of the best games on the PlayStation 2, which is saying a lot given the legendary status of the machine and its library. I feel like these are the two entries that really had me get what makes 'Armored Core' truly special. One really has to wonder how FromSoftware do it, but at any rate, I'm very excited to see what 'Nexus' does with this ground to jump off... and its right analog stick.

this one is probably the most "thing but more" an expansion gets in this series and considering I liked 3 a lot of course I liked this as much. it's good, and the last AC game I got 100% in (i was on a timer since 6 got closer to releasing)


O último boss faz referência ao Nineball

Pretty ambitious for Armored Cores tradition of expansion-companion games - and also extremely confusing for people who havent experienced Armored Core before and thought this was a sequel, a distinction I think is extremely important cuz it informs expectations.

When something stays for one or two games, it could be a mistake. When something sticks around for two and an half generations - it's deliberate.

That's regarding the control scheme of Armored Core Silent Line. It's the same unforgiving mess which will make your hands sweat and some of your fingers hurt. But in Silent Line - it doesn't matter.

It doesn't since the AC feels butter smooth, the controls somehow do too, and everything is tighter and more "present". There's something inexplicable about how much feedback, animations, VFXs and sound design really sell the mech action's fantasy - and that's happening right here. This game wants to be obliterated by you, and it's asking that so much so you can already find out in the shop.

Shop which features a plethora of left-handed weapons which somehow mirror the right-handed ranged ones, bringing into the mix the ability to dual-wield without having to rely on weapon arms. Extensions get stronger, so much so that stuff like the MEST-MX/CROW is so strong you may just make an AC design just around that one component. And that's for starters.

If AC3 was somehow a bit tuned towards the heavyweights, here every kind of AC finds its own volition: you want a lightweight, speedy, flaking build? That's viable. A middleweight, classic Moonlight Karasawa action? Arguably some of the best renditions of both weapons.

Renditions which do not stop at weapons. Being AC3 kind of a retelling of the original Armored Core, you guessed it - Silent Line tries to make you feel like in Master of Arena. Those are big fat shoes to fill, and the game delivers on that. Partially. That will become soon understandable once you finish the title.

Until you finish though, get your ass ready for some kicking.

This thing is not joking around. Even if you bring OP-INTENSIFY, which by the way is the best rendition of the human plus system in the whole series, some if not the most of the missions are going to test your skills to the maximum. It won't take much long for ACs to drop like they were MTs, and duo or trio AC fights to become basically the norm. By that point, though, you'll be ready.

May it be a quick tour of the garage, or a stop by the arena. Silent Line, as said before, is almost overwhelming with options in order to build your tailor-made AC: being it so easy to develop a play-style-defining AC, you will spend way more time testing and trying out more stuff. That's also because one of the games featuring weapon variants, which share meshes with already existing weaponry, but with different statistics and colors.

Story goes hard. Soundtrack goes hard. If there's something really worth complaining, again, it's probably the very, very last section of the game. That's only because it under-delivers in the challenge department in a game which, mind you, it's tough, but absolutely forgiving.

Some of the best that the series has to offer is right there. Taking into account AC3, the early 3rd generation is probably quality-wise the most consistent the series has ever been.

Recommended.

historia más whatever que he jugado en mi puta vida, pero es armored core así que se lo puede permitir. pollita fina el juego

even better than armored core 3 imo. so many different, varied missions, so much replayability, so much customization and hidden parts and new parts. easily the hardest of these games too, but also the most memorable because of it; with one of the franchises best stories up to this point. loved this so much

an even better continuation from AC3 that perfects on nearly everything, hard as shit but build variety is insanely varied

Good expansion for AC3 and is probably the best of AC's 3rd generation.

Tudo que era tangenciado em Armored Core 3, é solidificado nesse jogo, onde a guerra corporativa dá as suas caras de fato, trazendo assim um subtexto ainda mais interessante, onde em suas sutilezas, abandona completamente o maniqueísmo e nos traz para uma área cinza onde nos deixamos ser aproveitados pelo sistema por benefício próprio, se utilizando do ponto que toda a franquia tem em comum: É um jogo de montar robô. Em Armored Core 3, ainda tinhamos um antagonista mais claro, e ainda que estivéssemos apenas seguindo ordens de outros, para ganhar dinheiro pro robô, no fim, conduzimos o ato nobre de derrubar um sistema autoritário. Porém, em Silent Line, não só essas ações são questionadas, como também, as ações que estão sendo realizadas nesse jogo mesmo, são extremamente incertas, quando não condenáveis, e servem puramente para beneficiar a corporação que nos contratou, se antes ainda tinhamos, em algum nível, uma jornada a ser completada, aqui o único objetivo é garantir que seremos pagos após a missão. Mesmo com a ausência de um objetivo maior, Silent Line consegue se manter melhor em sua duração e se aproveita melhor da estrutura "dispersa" da narrativa, em que pequenas peças vão sendo apresentadas para construir uma unidade, já que essa unidade é totalmente baseada nos interesses de cada corporação e como eles se intercalam.

Replayed this again, definitely my favorite of the series still. Lots of positives, and many obvious ones. The part collecting is really fun and adds tons of replay value, the parts themselves are greatly expanded and pretty well balanced. The story and vibe are very memorable and unique, the entire Silent Line concept is very captivating for me. The music is maybe my favorite in the series too. The arena is probably the best except maybe AC2. The difficulty very high, probably the hardest game in the series besides Last Raven. Mission variety is great, though nothing tops Another Age in that regard. Peak of oldschool Armored Core. Don't listen to kiddies not going for part collecting and using OP-INTENSIFY.

Pooorra maluco, tipo, é o Armored Core três 2.... É a sequencia do Armored Core 3 então não tem muito o que falar, é foda do mesmo jeito... Mas acho que a única coisa que eu gostei mais que o 3 foi a Soundtrack........

Eu acabei de zerar então to meio com o célebro bagunçado, eu acho que esse jogo tem um design de missão MUITO interessante, mas ele deixa algumas coisas do 3 de lado, o que eu senti bastante falta foi o impacto dos outros pilotos na historia, o que só acontece mesmo na reta final do SL.

O final boss desse jogo podia ter mais vida, mas ele é muito foda, o conceito, o design, ele é PICA.......... A luta foi um pouco decepcionante e não fechou uma ótima reta final com chave de ouro entretanto.......

Namoral, to com o célebro meio desligado mas é isso né escrever neste site é mais foda quando são PENSAMENTOS CRUS sem filtragem, mas é isso jogo foda kota hoshino mandou muito tsukasa saitoh mandou muito, adorei adorei mt foda mt foda i love 3rd gen

The pinnacle of old gen Armored Core, and the one where we can slowly notice FromSoft's focus on more quality content than incremental design changes as the series moves forward

Silent Line plays out as a direct follow-up to the events of Armored Core 3, something that pleased me as it's territory these expansions haven't really touched on yet. Even 1999's Master of Arena felt more like it was taking place in parallel with AC1 rather than after it. Unfortunately it doesn't really do much interesting with this narrative potential and we find ourselves doing a whole lot of the same thing for the same big corps from the previous game. Maybe that's the point though? For as dramatic as the ending of AC3 was our character's actions ultimately didn't 'change the world,' but only gave the powers that be a new frontier to conquer and ruin in the very same way they had the old world.

The amount of new parts added to mech customization are great and give you a whole new level of freedom to fine-tune your build. The arena is back yet again and once again nearly identical in execution. And there's a whole host of new missions boasting a higher challenge level than the pretty easy AC3. If you loved what that game was offering and were hungry for more than Silent Line will serve you well.

While the mission design here is inventive and probably a step above its predecessor, I also found myself worn down by the abundance of (often mandatory) defensive missions. This is about as personal as complaints can get but I really don't care for these types of missions much and I think the overload of them kept me from enjoying this expansion as much as I hoped that I would. It's still good, arguably the best PS2 Armored Core to this point, but I feel like it just never quite reached the heights it could have.

When the Line is Silent, EN weapons come back after being almost completely absent in the previous game's shop and the missions are good you get, guess what? A great Armored Core game. There is so much choice, everything is viable, tanks are good and me is happy.

fromsoft you put that subtitle back in the right order or SO HELP ME

I think my score for this one is a sort of average between how much I enjoyed it and how much I feel like I should have enjoyed it. It's easy to see that in a lot of ways, Silent Line is even better than the excellent Armored Core 3. These are some of the tightest missions in the series, absolutely no filler. The parts list exploded to offer by far the most customization the series had seen up to this point (admittedly a lot of the new stuff is asset clones). And god, Christ, you finally have some proper dual-wielding options with a selection of Actual Left Hand Guns. I was looking forward to getting to the game where that became normalized, although it's still a bit restrictive--they tend to have less ammo than their right hand counterparts, and there are still a lot fewer of them, but I'll take it.

Silent Line is also harder than any of the preceding games. In my AC2 review I talked about that game's above-average difficulty not doing it any favors, but Silent Line's approach is a lot more engaging. The late game was still brutal enough to make me miserable at points, mind, but at least I wasn't simultaneously bored. I should also point out that somewhat independent from the in-combat difficulty, the economic side of the game feels a lot more strict than usual. I took a net loss on a lot of missions in SL, more than any of the other games.

The writing is a bit of a mixed bag. On the one hand, the story is built around some genuinely cool mysteries about the setting, and the series' trademark dark sense of humor is at some of its best here--there's what I almost want to call a running joke of Ravens, including the protagonist, being given vague, relatively innocuous-sounding instructions and interpreting them in the most scumbag mercenary way possible. Friendly target-shooting competition for a cash prize? Can't lose if you turn sideways and kill the opposition first. (Every participant has this thought simultaneously.) The client wants you to distract the cops for two minutes while they steal something? Just go to the highway and start stepping on moving cars. It's always done without any dialogue or explanation, which is most of what makes it funny; it's like yeah, Fucking Ravens are involved, we don't know what you expected.

On the other hand, the payoff to the big mystery is... kind of a letdown. Are you ever going through something with unanswered questions and you're like "well the answer could be X, but that's so obvious and boring and cliched it can't possibly be what all this really good buildup is pointing to," and then it is? Yeah I'm just saying SL hit me with like. A little of that feeling. Just a skosh. Another cool as hell final boss design, though.

The bigger problem I had with the game, and this was definitely a Me Problem, was hidden parts. I'm not a huge fan of this mechanic in most Armored Core games, to be honest; usually, a few missions, you have no idea which ones without a guide, will have a new AC part lying on the ground in some hidden location to be picked up and added to your collection. They are not rendered at full size and can sometimes be quite hard to see, and also, Exploration is not exactly the games' strong suit, especially considering you won't find anything in like 80% of missions.

To its credit, Silent Line doesn't have very many of that kind of hidden part. There's also less guesswork about which missions will have one, because it's every mission now! And instead of being on a shitty scavenger hunt, you just have to fulfill certain requirements during missions to be awarded your new part afterwards. You are not in any way told most of those requirements, of course. And also, even if you're using a guide to know what the fuck they are, most of them take the already high difficulty of the game and teach it to smoke crystal meth. Complete the mission insanely fast. Don't take too much damage, as you fight two ACs at once. Don't lose any of your extremely fragile NPC allies that are taking damage the entire time in multiple completely separate rooms. These side objectives are awful. Trying to do them all makes the game a fucking slog.

Unfortunately for me, while I'm quite good at not giving a shit about most kinds of collectibles in a game, something like "more parts and weapons in a game where you change your equipment constantly" is exactly the kind of thing that activates my Gotta Catch 'Em All cortex. I've collected all hidden parts in most of the other games, but I eventually convinced myself to give up on it for SL, after way too much time spent trying to no-hit speedrun a notoriously hard game I was playing for the first time. Eugh. But again... that's psychological. I'd feel bad blaming the game for it when the game is so far from encouraging you to do this that you could go through the entire thing not realizing there are any hidden parts unless you were studying it online in advance like me.

Silent Line: not as smooth and, sort of, holistic an experience as AC3, but it would not be unreasonable to call it Peak Armored Core: the most Armored per Core you can get in one game, for good and ill. Unambiguous recommendation, But Watch Out! This exquisite joyride hates you and will eat your kidneys.

Mirage: industrial espionage tonite 👀
Crest: industrial espionage tonite 👀
Kisaragi: industrial espionage tonite 👀
Layered: GET ME THE FUCK OUT OF HERE
AIO: industrial espionage tonite 👀

This review contains spoilers

Something I’ve been meaning to talk about on this website is that people seem to judge sequels differently than expansions. It makes sense, but it can kind of bring up a lot of semantical arguments. One could criticize a game like Tears of the Kingdom for a lot of stuff, but when people say ‘This is just an DLC/update of Breath of the Wild’, it raises a lot of questions. First, what does this exactly mean? Is it an expansion because it almost exclusively adds stuff instead of making fundamental changes? Maybe, but other sequels have done this without being scrutinized nearly as much. Is it because enough isn’t added/changed? Possibly, but I honestly think if this game was for some reason split into three or so parts and released as DLC of Breath of the Wild for the same price in the end, people would be fine with it. I mean, look at Super Smash Bros Ultimate. It costs $60 to buy 12 DLC fighters along with their stages. Clearly, this is less content than the base game at the exact same price. As such, it becomes clear that people simply hold sequels to a higher level of scrutiny. Saying a sequel is just an expansion is a criticism of a game.

With that, I have to ask: is Silent Line: Armored Core a sequel to or expansion of Armored Core 3? I would say that in many ways this is an expansion. You can transfer your save from Armored Core 3 over to this game. All of the parts in that game are present here. The general movement and UI are the same. There’s an arena with new opponents, but it’s ultimately not that different from the arena of the previous game. And of course, Silent Line: Armored Core still has that same dumb control scheme I feel obligated to mention in each review.

However, pretty much every mission is completely original. Not only that, but they’re consistently the best missions in the series. Even the more basic missions will have lots of little twists that make playing them more entertaining. For example, there was one mission where you initially just start with some target and evasion practice, but by the end you’re fighting a giant robot while hopping around on airplanes. Surprises like this are all throughout this game, and it makes a ton of missions really memorable. The missions can get pretty challenging too, so you really have to consider your loadout before going into battle. You can’t take parts like extension and inside parts for granted, you really must optimize. Even once you get past that, the opportunity to earn new parts is present in every mission, whether it be from finding one out in the wild or getting it as a gift for doing a good job. This makes missions much more replayable on a whole.

And wow, there’s a ton of new parts. Most previous expansions averaged around 20 to 30 new parts. This game offers 198. I’d be remissed if I didn’t mention that many of these are simply upgrades to other parts, but these upgrade parts are usually the aforementioned mission rewards, so I think that’s honestly fine. A lot of these parts are new left-handed weapons. This game still differentiates between right and left-handed weapons, but there’s way more options for left-handed weapons that I don’t even really care. This adds so much more customization to the game, and it made way more builds viable. It’s the best feedback loop a game like this can have: Missions are hard enough that you really need to consider loadouts, and missions will reward you with new parts, meaning you always have something new to try out.

And maybe most importantly, this game’s story is a direct follow up to that of Armored Core 3. In fact, it’s the most direct of a follow-up that we’ve had in the series so far. You could argue that the story here is the same kind of stuff the series has been doing: A self-destructive cycle of corporations attacking each other where you are a self-destructive soldier for them. However, it feels a little more deliberate here. Even after everything that happened in the previous game, none of these superpower companies have learned anything. It seems the antagonist may be thinking the same, as it slowly becomes more active in pushing against the corporations’ war. The ending really caps it off well, with the final words of IBIS being, “The rest is up to you.” It makes you consider whether or not IBIS was meant to stop humanity or crown a new protector. I hope they expand on if IBIS’ defeat was a good or bad thing in later entries.

So, at the end of the day, is this a sequel or expansion? It’s all semantics. It’s the same as arguing if the AC I started Armored Core 3 with is the same as the one I have here. Here and there I’d replace parts to the point that it’s pretty much a completely different mech. But if it is different, when exactly did it definitively become a different AC? It’s an AC of Theseus, if you will. These kinds of semantics are worth discussing, but if there’s one thing Silent Line: Armored Core is, it’s great. Once again, it’s the best I’ve played in this series marathon so far. 9/10.

cool premise but narratively it's a lot of wasted potential because almost nothing happens throughout. definitely feels more like an expansion than a true sequel to 3 - albeit not to the borderline insulting degree of another age

a few missions were pretty tough, but overall i think 3 is a little more consistently challenging. the final boss here is especially a fucking joke. bro ate lead before he could even fire off a single meaningful attack. bro couldn't even stack up to the controller. fuck outta here loser go hang out with stinger

...also: why in the world is a moa-tier version of the finger the unlock for finishing the arena? why are you rewarding me with actual garbage?? do you intend to fucking mock me???

It's not the first time I'm checking backloggd reviews just to see some takes here and there only for getting into some of the worst ways I could waste my time into. Like, I get it, backloggd reviews are bad, but I'm getting tired of the pattern of people throwing a lot of crap to one game, checking out their profile and their score graph looks like the stairs they've fallen from when they were children with their favourite game being Full Metal Daemon Muramasa. It's funny but gets boring after a while.

One other thing, I don't really like "reviewing" stuff, it's more about conveying how I felt playing the games I played, I can easily review a game but have you ever done that? It gets so stale so quick and nobody is paying you to talk about a product no one gives a shit about just for some likes, especially if you're gonna be controversial about it.

That being said, we can finally talk about how this game treated me like a bitch because I didn't know "OP-Intensify" was a thing to carry from AC3 so here I am. Game has literally the best mission quality so far, with some of them having the best scenarios I've ever seen in an AC; it is a relentless gauntlet that doesn't let you go until the game is done. Remember how Master of Arena wanted to end every mission with an AC fight? Well, here you're gonna get used to play 1v2. Oh, with your remaining AP and ammo, of course. And don't think even for a second that what comes before it might be barely as easy as you hope it to be, I'm already having "Defend Lawdas Factory" PTSD over here.

Lucky for me, though, I'm a sucker for this kind of challenges: the game has some of the most build variety I have ever seen and made me learn (again) that most of the gameplan is made in the garage. Back weapons and Left Arm weapons have wayyy more options than we used to have, and the new part designs for this game are insanely good, I really wanted to rebuild my 3 ACs from scratch just because how good looking those were and how many options this game makes you toy with is just insane.

And, on top of that, one of the most compelling soundtracks in the franchise so far: Kota Hoshino's last "banger tracks" I remembered were from Master of Arena and, while 2 and 3 were fine with some very good tracks here and there, Silent Line just obliterates them in overall quality.

Only real gripes I have is that the arena didn't have as much care as the other titles (even though it gets hard pretty quick, the top 3 wasn't that hard to begin with MEANWHILE CORPSE MAKER MADE ME LOSE MY MIND) and the final boss, while having literally the best design I've ever seen in AC along with Nine-ball Seraph, doesn't put quite a show and that's a shame since the difficulty of this game has been very high through most of my playthrough. Also, even though I really enjoy challenging games, this one raised the bar a bit too high in some frustrating ways: this game almost never refills your AP and ammo, so you're getting some of the missions with whole difficult chunks to do in one go and if you fuck up ONE section you know you're not gonna last for the end of them. Challenging me through movement, puzzles, fighting skills is very fun but not when you stretch the whole bunch of them in one go, it just gets tedious and frustrating.

But that being said, Silent Line has it all: customization, memorable missions, memorable soundtrack, very compelling atmosphere and some of the best designs I've seen for the mechs. Do I like it more than MOA? To be fair, I don't know at all because these two games nail a lot of stuff in different ways so it's really hard to me to compare them. But that aside, I'm getting a break from this franchise since I've been playing these games nonstop and they're mad good, mind you, but I don't want to risk a "burnout" from playing to much of the same thing, especially when the difficulty bar gets exhausting like this game does. Incredible game, but for the love of god play AC3 before this.

it's still just the same game as last time + a couple QoL changes/more parts but this time i was actually pleasantly surprised because i feel like this game boasted the highest amount of unique missions. There's also a ton of hidden parts, multiple by missions, usually gotten by achieving certain objectives, which is neat tho the game doesn't tell you what the objectives are so you need to follow a guide

definitely the one title i'd recommend above the others if you only had to play one game from gen 1-3, tho i think it works better if you also played 3 beforehand

Ibis if cooking up the best mech design ever was a job


Pretty cool
Its fun unlocking parts and trying different builds, and then its really fun once you find a setup you like.
This game is really stingy with the ammo for some reason. There were bunch of guns I would have like to use but wouldn't because they would not be enough to carry me through a mission.
Also, that was a very anti-climactic ending.

That was it?

Given how people talked about this expansion I thought I was about to play the best one in the series, but it left me disappointed. I'ts not bad at all, it's just more AC3, aaand...? Not much else.

The premise, even though initially interesting, goes practically nowhere and it just kind of ends in the most boring way possible thanks to the final level and boss. Also, the missions were a mixed bag with some being too simple or uncreative, and the hardest ones being the best, but there's no particular encounter that stands out compared to previous games. And why do you need so much fucking ammo for some of these missions, holy... Like, I was using the 1000 ammo MG and a chain gun, and still sometimes ran out of ammo.

Now, the best this expansion has to offer are the build possibilities. There's a crazy amount of new parts, with the addition of new weapon categories and left-hand weapons. Had a ton of fun changing my build for certain missions and trying new stuff. And yeah, the arena is here, and it's still fun. Although it's kind of funny how they just repeated some opponent's description from previous games. I guess they ran out of ideas for the fighters lol.

Don't really regret playing it, but the best AC? This just makes me miss Master of Arena. If you're going to play it, highly recommended transferring your AC3 save, it's really hard without it.

★★½ – Average ✅


Si AC3 es una reimaginación del primer juego, este es uno del Master of Arena. Ambos son muy, muy buenos aunque no superan a los originales. Pero por suerte se centran en hacer cositas diferentes con conceptos parecidos.