If Armored Core nails the fundamentals in a miraculous first try and Project Phantasma experiments by ultimately leading to a subpar experience, Master of Arena is undoubtedly the culmination of the 1st generation of ACs.

The reasons why can be nailed down quite early. For starters, a really strong introduction delivers the reasons for all the struggle: a grudge with an enemy raven. That raven being none other than Hustler One in his Nine-Ball. This will soon become a trope in AC, but MoA is trailblazing his way into greatness.

The Arena is integrated into the story-line in a way which will then again set the standards for future ACs: you need a sponsor, and the sponsor needs work done. Back to the missions you go.

Speaking of which, mission design's the best of the 1st generation. Set-pieces, environments, concepts and ideas finally delivered in a substantial and effective way. They never feel the same, and there's always a reason to revisit the missing ones post-game, unlike Project Phantasma.

All of AC parts went into a balacing pass, but stuff's still broken like you'd expect in 1st Gen. Taking into account how tough this game gets in the late stages, you'd want to bring in only the best you have. And that's where Master of Arena excels.

Once in a while, through the normal, bite-sized missions, you'll find enemy ACs pouring out of nowhere, slowly becoming an habit, only for then being reward with a final gauntlet against your rival. And that - that thing goes way harder than you'd expect.

Kota Hoshino started working in the AC series with MoA. Even if some tracks from the original and Project Phantasma already went hard - this is where stuff really gets memorable. You'll find out soon enough.

Bring human plus or don't - the choice is yours. Just - don't sleep on this thing.

This is some of the best offerings in the entire series and you don't want to miss it.

Recommended.

Reviewed on Sep 25, 2023


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