Gaming

ASUS ROG Strix Hero II review

Not limited to MOBA gamers

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ASUS had a grand appearance at Computex two months ago, mainly because the ROG Phone stole the show. But that wasn’t the only hero product the Taiwanese brand had up its sleeve.

The ROG Strix Scar II and Hero II, which are successors to the popular Strix line of gaming laptops, shared the spotlight, as well. I had the privilege of going hands-on with the Scar II and was largely impressed by its aggressive design and balanced features. Missing, however, was the Hero II.

Although the Hero II is mostly identical to the Scar II, its primary difference is the audience it caters to: MOBA (multiplayer online battle arena) gamers. Those who enjoy titles such as League of Legends and Dota 2 are more inclined to go for this variant over the Scar II, which is targeted more towards fans of Overwatch and Call of Duty.

Truth be told, there isn’t much to compare aside from a set of keyboard adjustments and certain specs (the Scar II can be equipped with a GTX 1070 while the Hero II settles for a GTX 1060), and if you’ve read my initial impressions of the Scar II, you’ll have a good idea of what to expect from the Hero II, which is finally in my hands.

It comes with a 15.6-inch 1080p IPS display

This panel has a 144Hz refresh rate and 100 percent sRGB color gamut

Bezels are kept to a minimum on the sides and top

This gives the display a more immersive feel

But that moves the webcam to the bottom bezel

It’s not even centered, so video calls are terribly awkward

The keyboard has good travel and RGB lighting

Four distinct buttons on top control volume, the mic, and the Gaming Center

And the QWER keys are more prominent for MOBA games

I like how each key has a slight curve to get a better feel of them

Even the bundled mouse has its own RGB lighting

Even though the trackpad is decent, you’re better off using the mouse full-time

There’s additional lighting below the trackpad

I never found this useful, but it certainly looks good

And the ROG logo’s color syncs with the rest of the laptop

This is yet another purely cosmetic yet appreciated feature

These are the ports on the left side

(L-R) Power, Ethernet, mini-DisplayPort, HDMI, 2x USB-A, USB-C, 3.5mm audio

And these are found on the right

(L-R) SD card slot, USB-A, Kensington lock

You’ll only find exhaust vents on the rear

The hinge is designed in a way that doesn’t block air flow

How well does it perform?

If there’s one thing you can rely on with this machine, it’s the hardware. From the 8th-generation Core i7-8750H processor with six cores and Hyper-Threading to the full-powered GeForce GTX 1060 graphics chip, the Hero II is equipped to compete.

And you shouldn’t expect anything less specs-wise, because you need all the power you can get to maximize the high-caliber 144Hz panel. The display, by the way, doesn’t come with NVIDIA’s proprietary G-Sync tech to prevent tearing and stutters at certain frame rates, so it’s all on the components to keep things running smoothly.

My setup also comes with 16GB of memory and a speedy 128GB SSD + 1TB SSHD, making this as complete as you’d expect out of a US$ 2,000 mobile rig.

It goes without saying that the Hero II can handle the latest AAA games on medium to high graphics settings, though hitting 144fps may be a struggle on some titles. Not that hovering between 80 to 100 frames per second is bad, but it’s a shame that you can’t make full use of the super-fast panel.

Here are a few benchmark numbers to give you a better idea:

  • Unigine Superposition (1080p Extreme, DirectX): 2097 points, 15.69fps (Average)
  • Cinebench R15: 1193 (CPU), 94.48fps (OpenGL)
  • Rise of the Tomb Raider (Very High settings, DirectX 12): 64.47fps (Average)
  • Deus Ex: Mankind Divided (Ultra settings, DirectX 12): 34.9fps (Average)

Can it stay cool?

ASUS made sure to equip both Strix II laptops with sufficient cooling to prevent the mobile components from melting on your desk. Its system is called HyperCool Pro, and it includes two 12V fans with the ability to boost them using built-in software.

As for actual temperatures, the CPU would hit 81 degrees Celsius under the heaviest of loads. At the same time, the GPU goes as high as 71 degrees Celsius in the same conditions. While these are fine for air cooling standards, the fans do get a bit loud when being pushed too hard.

You can choose between Silent, Balanced, and Overboost for the fans — the third one is obviously the loudest. And even though the system’s fans are relatively quiet while the system is idle, I don’t appreciate the placement of the rightmost fan, which hits my mouse-using hand. Laptops normally position this to the left where hot air shoots away from the user.

On the bright side, using it on your lap is pleasant. At 2.4kg in weight, it’s not that heavy and doesn’t get warm enough to cause discomfort underneath.

Does it last long enough away from a wall?

This is probably the biggest fault of this Strix generation. For the thickness the Hero II brings to my lap, I would’ve expected much better battery endurance on a full charge.

Even without touching a single game and using the Hero II purely for surfing the web and watching a few videos on Netflix and YouTube, it rarely lasts over three hours. This is after bringing the laptop’s battery to 100 percent and lowering the screen’s brightness to 50 percent.

That’s disappointing by any laptop standard (unless you count the monsters we used in the past), although the Hero II obviously isn’t meant for non-gaming use on the go in the first place. Keep it plugged in and find another laptop to take on work trips — problem solved.

What else is there to know?

Battery life aside, the Hero II is a surprisingly good multimedia device because of the loud and clear stereo speakers. They’re positioned to the sides unlike the usual bottom-firing speakers, and have strong bass even though they output only 3.5 watts of power. Coupled with the thin bezels and color-accurate panel, watching movies on this laptop is a great alternative to just gaming on it.

This Strix also features multi-antenna Wi-Fi for better wireless internet connectivity. I tried this out in different locations with varying degrees of distance from routers, and I’ve been impressed with the range. The Hero II picks up signals flawlessly, so I don’t have to rely so heavily on the Ethernet port.

Is this your GadgetMatch?

The Hero II wins for two reasons alone: its super-slim bezels around the fast display and well-rounded specs. I can’t get enough of the color-accurate panel and the lack of distractions around it, while the 8th-generation processor and desktop-grade graphics provide all the power needed for competitive gaming.

There are only a few drawbacks here, namely the overbearing thickness for a midrange setup and horrible webcam placement. I also wish the fans were positioned better, but at least they keep the system well cooled.

My other critique is about the way ASUS treats this Strix generation. I honestly would’ve preferred ASUS keeping the Strix II branding sans the Hero and Scar variants. MOBA gamers play FPS (first-person shooter) games too, and vice versa.

The Hero II configuration I got to review retails for around US$ 2,000, but that can easily change with some component tweaks, such as going for a slower Core i5 processor and taking in less RAM. No matter what, however, the solid physique and sleek design come along for the ride.

Gaming

Ubisoft makes The Crew Motorfest available on Switch 2 as Season 11 launches

Carefully optimized for the on-the-go gaming experience

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Ubisoft has launched The Crew Motorfest on Nintendo Switch 2, bringing the newly released Season 11: Expeditions to Nintendo players.

The Switch 2 version has been carefully optimized to preserve the richness of the title’s experience, while embracing the freedom of playing anywhere and anytime on the handheld.

Ubisoft Ivory Tower officially kicked off The Crew Motorfest’s fourth year of content earlier in the week with Season 11, the title’s most expansive content yet.

It provided players with a new island, Special Events, and never-before seen features, including wildlife roaming across the archipelago.

Aside from Switch 2, the update is available on Ubisoft+, PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Steam Deck, and PC (Ubisoft, Epic Games, Steam).

New vehicles, challenges, more

In Season 11, The Crew Motorfest partners with Crystal Dynamics for a premium DLC pack.

This includes exclusive vehicles, a new island, and a brand-new playlist (Tomb Raider: Secrets of Ni’ihau).

Players will join Lara Croft as she searches for her missing friend who vanished after chasing a powerful relic. Using Lara’s guidance from afar, players will navigate a storm lashed jungle crawling with ancient ruins and deadly predators as every mile brings them closer to the truth.

Moreover, the game’s maps also expands this season with the new free island Kauai. Players can explore this via the Kauai Expeditions Playlist.

The free playlist features eight main events, 40 animals to photograph, and the new Road Discovery feature, which encourages players to travel along all the exciting paths in the game to explore the world, uncover the map, and earn rewards.

Furthermore, Season 11 includes a new winch & towing feature for select vehicles. Winch turns every dead end into an opportunity. Players can haul debris, crack puzzles, explore new blaze trails, and even drag other vehicles out of trouble.

To take on towing challenges, there’s a selection of vehicles like the Hyundai Crater Concept, Suzuki Jimny Winch Ed, and Mercedes-Benz G 63 AMG 6×6.

The latest season also includes the Lamborghini Huracan Sterrato. And in a new special event, players can experience a showstopper dedicated to the legendary Bugatti Tourbillon.

A total of 20 new vehicles will roll out across Year 4 and Season 11, including:

  • Bugatti Tourbillon
  • Lamborghini Huracan Sterrato
  • The Hyundai Crater Concept
  • Suzuki Jimny (2018) Special Edition
  • Cadillac Ct5-V Blackwing (2025) Street tier 2
  • Automobili Pininfarina Battista (2020) Hypercar
  • Italdesign Zerouno (2017) Hypercar
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Gaming

FFVII Revelation: 11 things you missed

Deep cuts from Hamaguchi’s interviews

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FFVII Revelation

I have had the privilege of interviewing Final Fantasy VII Revelation game director Naoki Hamaguchi before, back when Final Fantasy VII Rebirth was still on its way to release.

So, naturally, I have massive FOMO seeing all the interviews that have come out since Tokyo Game Show.

GadgetMatch Managing Editor Rodneil Quiteles with Final Fantasy VII Rebirth game director Naoki Hamaguchi

GadgetMatch Managing Editor Rodneil Quiteles with Final Fantasy VII Rebirth game director Naoki Hamaguchi

Rather than sulk about it, we’re doing the next best thing: collecting the bits and pieces Hamaguchi has shared across those interviews, along with his own comments and clarifications, as we get closer to the final installment of the Final Fantasy VII Remake trilogy.

We’re now roughly six months away from Revelation’s April 8, 2027 release, and there’s already a surprising amount we know about the game.

You’ve probably already heard about the huge open world, the Highwind, new playable characters, FITS, and the two story DLCs.

But Hamaguchi has also dropped plenty of smaller details that haven’t received nearly as much attention.

Here are 11 things you probably missed.


1. Some armor can link three Materia together

Let’s start with one of the biggest gameplay deep cuts.

Revelation will have armor with three linked Materia slots.

That might sound like a small upgrade, but linked Materia are fundamental to how Final Fantasy VII‘s build system works. More linked slots mean more room to experiment with combinations and create specialized setups.

Hamaguchi also revealed that some Materia are restricted to specific FITS, meaning the game’s new outfit-based combat system isn’t purely about choosing a role and calling it a day.

The Materia system is getting its own layer of experimentation on top of FITS.

Interestingly, Hamaguchi told Wccftech that this was a detail nobody had asked him about before. Wccftech interview on Materia and FITS

And that makes this exactly the kind of detail we wanted to dig up.


2. Master Materia isn’t coming back

Here’s another one for longtime Final Fantasy VII players.

Don’t expect to eventually turn your Materia collection into the original game’s ridiculously powerful Master Materia.

Hamaguchi explained that Master Materia was deliberately left out because it could break the game’s balance, particularly when it comes to summons.

That makes sense in a game where combat is much more action-focused than the original.

Instead, Revelation is expanding the existing Materia system with new combinations and more ways to customize characters.

It’s a very different approach from simply recreating the original game’s endgame progression. Wccftech interview on Materia and FITS


3. Some Materia are locked to specific FITS

FITS already looks like one of Revelation’s biggest changes to character customization.

The four combat-oriented outfits aren’t just cosmetic loadouts, either.

Hamaguchi revealed that certain Materia can only be equipped to specific FITS.

That means the game is effectively asking you to think about two layers of character customization at once: which FITS you’re using and which Materia you’re slotting into it.

It could also mean that the “best” setup isn’t necessarily about stacking the strongest Materia on your favorite character.

You’ll have to work around the rules of each FITS. Wccftech interview on Materia and FITS

FFVII Revelation


4. The team considered bringing back Double Cut and 4x Cut

Here’s one that could easily disappear beneath all the bigger announcements.

Hamaguchi discussed how the team considered bringing back classic Materia such as Double Cut and 4x Cut.

Ultimately, those ideas didn’t fit the game’s action-oriented combat particularly well.

It’s a fascinating example of the team deciding where Revelation should preserve the original game’s ideas — and where simply recreating them wouldn’t make sense.

The Remake project has always involved translating systems designed for a turn-based RPG into a modern action RPG.

This is another example of that process happening behind the scenes. Wccftech interview on Materia and FITS


5. Knights of Round gets its own storyline

We knew Revelation would bring back plenty of familiar elements from the original.

But Knights of Round isn’t simply returning as another summon.

Hamaguchi has described dedicated content surrounding the summon, structured similarly to how Gilgamesh received his own story content in Rebirth.

That means one of the most iconic summons in the original Final Fantasy VII is being given considerably more room to exist as part of the world.

For longtime fans, this is exactly the kind of expansion that makes the Remake trilogy interesting.

The team isn’t merely recreating the things we remember. It’s finding ways to turn familiar elements into new experiences. JCR Comic Arts‘ reproduction of the interview


6. Yes, Johnny’s clones are back

Of all the things to survive into the final game, this might be one of the most delightfully ridiculous.

Johnny returns.

And, somehow, his clones return too.

Hamaguchi has confirmed that Johnny will have his own side content in Revelation, continuing one of Rebirth’s strangest recurring bits.

It’s also a reminder that the Remake trilogy isn’t suddenly going to become completely serious just because we’re approaching its conclusion.

If anything, Revelation appears to be bringing along plenty of the weirdness that made Rebirth such a bizarre and memorable RPG. Wccftech‘s Hamaguchi interview


7. The snowy section brings back stamina management

Remember the Great Glacier?

That icy section of the original Final Fantasy VII is making a return in Revelation, and Hamaguchi has confirmed that stamina management will once again be part of the experience.

This isn’t simply a matter of walking through another snowy environment.

You’ll have to manage Cloud’s stamina as you make your way through the area, creating a gameplay sequence that deliberately echoes the original.

It’s another example of Revelation using nostalgia as a starting point rather than simply recreating an old location. Shacknews‘ interview with Hamaguchi


8. The PC version is being built to run more smoothly than Rebirth

PC players have another reason to pay attention.

Hamaguchi has specifically talked about making Revelation’s PC version run more smoothly than Rebirth.

That’s significant because Rebirth’s PC release became a major talking point around its performance and image quality.

Rather than treating the PC version as an afterthought, Square Enix says the lessons from Rebirth are feeding into the final game’s development.

We’ll obviously have to wait until we can actually play it to judge whether those ambitions translate into a better release.

But at least the team knows exactly what players will be watching for. Wccftech on Revelation’s PC version

FFVII Revelation


9. FITS started as something much simpler

FITS looks like a major part of Revelation’s identity now.

But the idea apparently started much smaller.

Hamaguchi explained that the team initially considered simply putting Warrior or Black Mage symbols on the characters’ outfits.

That eventually evolved into the full FITS system, with distinct outfits representing different combat roles.

It’s a neat example of how a seemingly small visual idea can eventually become an actual gameplay system.

And it explains why FITS feels like more than just an excuse to give the cast new outfits for the finale. Wccftech‘s Hamaguchi interview


10. The Highwind actually changes as you explore

The Highwind isn’t just your fancy new way of getting around the world.

As you explore Revelation’s massive world, the airship will also become more lively, with changes to the people aboard it and their dialogue.

That makes the Highwind feel more like a moving part of the world rather than another menu disguised as a vehicle.

It also fits with Hamaguchi’s broader philosophy for Revelation: the game is supposed to give players more freedom while still making the journey itself feel meaningful. GamerBraves‘ interview with Hamaguchi and Kitase

FFVII Revelation


11. Hamaguchi really doesn’t want this to become “his” Final Fantasy VII

And this might be the most important detail of all.

Hamaguchi has repeatedly emphasized that the original Final Fantasy VII remains at the heart of the project.

In a recent post, he clarified that the Remake trilogy has always been developed with fans in mind, rather than as his own personal reinterpretation of the classic.

That philosophy is particularly interesting heading into Revelation.

The trilogy has made enormous changes to the original story. It has introduced new characters, expanded existing ones, changed the structure of the world and played with expectations about where the story is going.

But Hamaguchi says the goal isn’t to turn Final Fantasy VII into something that exists purely because the developers wanted to make their own version of it.

It’s still Final Fantasy VII first.

And that philosophy could ultimately be what determines whether the trilogy sticks its landing. GamesRadar on Hamaguchi’s “personal fan project” comments


That’s only the stuff you might have missed

The 11 details above are the ones that stood out to us precisely because they aren’t the usual Revelation talking points.

But Hamaguchi has shared a lot more over the past few months.

So, if you’re trying to keep track of where we actually stand six months before launch, here’s everything else we know.

Story and structure

This is still one connected trilogy

Hamaguchi recently clarified something that had apparently been misunderstood in some of his earlier comments.

Remake, Rebirth, and Revelation are intended to be experienced as one connected journey.

However, Square Enix doesn’t view them as one RPG artificially chopped into three pieces.

Instead, the team considers them three full-scale RPGs, each designed to provide a satisfying standalone experience while contributing to the larger trilogy. Hamaguchi’s clarification on X

That’s an important distinction when we eventually judge whether Revelation feels like a complete game.

The theme this time is “resolve”

Remake centered on change and the desire to escape fate.

Rebirth placed considerable emphasis on bonds between characters.

For Revelation, Hamaguchi has described the central theme as resolve — the determination to make a choice and see it through.

The Japanese concept is tied to ketsui, which also informed the thinking behind the game’s title. MMO.net‘s Hamaguchi interview

Choices matter more

Hamaguchi has also said Revelation contains more situations where player choices can influence not just progression, but the direction of the storytelling itself.

That makes the game’s “resolve” theme more than just a marketing phrase.

We’ll have to see how substantial those choices actually are. Automaton‘s interview with Hamaguchi


The world and exploration

It’s the biggest world yet

Remake was focused and densely packed.

Rebirth opened things up into a traditional open-world structure.

Revelation takes another step by adding verticality to that formula.

Hamaguchi describes it as a “spatial open-world experience.” RPG Site‘s interview with Hamaguchi

The Highwind arrives relatively early

One of the biggest structural changes is how quickly the game gives players access to the Highwind.

Once players have it, the game essentially tells them to go wherever they want.

That is a major philosophical shift from the more directed opening portions of the trilogy. Automaton‘s interview with Hamaguchi

Guidance is stronger — perhaps too strong

Square Enix has added more on-screen guidance specifically because the developers don’t want players who aren’t familiar with open-world games to get lost.

But there was an interesting twist: experienced players told Hamaguchi the guidance could be too aggressive.

The team is therefore considering ways to let players customize how much guidance they receive. Hamaguchi’s guidance clarification on X


Combat and progression

FITS is a major new layer

The four FITS roles are built around combat functions rather than simply representing the developers’ favorite Final Fantasy jobs.

Hamaguchi has also explained that FITS evolved specifically from the team’s desire to expand the combat possibilities introduced in Rebirth. Wccftech‘s Hamaguchi interview

Final Fantasy VII REVELATION | gamescom 2026

Auto-leveling is optional

Players who don’t want to spend as much time grinding can automatically bring characters up to the recommended level for the story.

It’s another example of Revelation trying to accommodate different types of players without removing progression altogether. Hamaguchi’s auto-level clarification on X

You won’t need to restart from Level 1

After finishing the story, Chapter Select returns.

That’s particularly important because Hamaguchi says there are objectives, outcomes and discoveries that players won’t necessarily see in a single playthrough.

The team wants players to experiment without feeling like they’re throwing away an entire save. Hamaguchi’s multiple-playthrough clarification on X


Side content and minigames

The minigames aren’t going away

If you were hoping Revelation would finally calm down with the minigames, sorry.

Hamaguchi considers their sheer variety an important part of what makes Final Fantasy VII feel like Final Fantasy VII.

The difference this time is that minigames are less tied to combat progression.

Instead, their rewards lean more toward cosmetics and customization. Automaton‘s interview with Hamaguchi

Minigames can be made easier or skipped

Players can adjust minigame difficulty, including setting them to Easy.

More importantly, they can skip them immediately rather than being forced to complete a minigame just to move on.

That’s a potentially significant quality-of-life improvement after some of Rebirth’s more divisive side activities. Automaton‘s interview with Hamaguchi

Rewards should be clearer

Hamaguchi also says the team has worked to make the reward structure more transparent.

Players should have a better idea of what they’ll get for completing a particular activity before investing their time in it.

Again, that’s something we’ll want to test ourselves.


DLC and the finale

Fan Favorite Vincent Valentine

Sephiroth and Vincent are getting story DLC

Square Enix has announced two story DLCs, one focused on Sephiroth and another on Vincent.

Hamaguchi says the decision was inspired by the response from fans after Revelation was announced.

He also stresses that these stories aren’t intended to replace anything from the main game’s conclusion. Hamaguchi’s DLC announcement on X

The original story remains the priority

This is important because it’s easy to interpret DLC announcements as Square Enix holding things back for post-launch content.

Hamaguchi has framed the DLC more like the character-focused expansion seen with Episode INTERmission: additional stories that explore characters without replacing the main narrative. Ourinsaneblogs‘ TGS interview with Hamaguchi


What we still don’t know

And this might be the most important section to keep updated as we get closer to launch.

How exactly does it connect to Advent Children?

Hamaguchi has acknowledged the wider Final Fantasy VII universe and the importance of things like Advent Children, Crisis Core, and Dirge of Cerberus.

But there is no clean confirmation that Revelation simply ends by directly setting up Advent Children.

That’s still something we’ll have to discover.

How much do our choices actually matter?

We know choices can affect progression and aspects of storytelling.

We don’t yet know the full extent of those consequences.

That’s going to be one of the biggest things to investigate once we can play the finished game.

How big is “big”?

We’ve heard a lot about scale.

We’ve seen the world.

We’ve heard about the Highwind and vertical exploration.

But there’s still a difference between a large map and a world that genuinely feels worth exploring.

That’s another question for the eventual review.

Final Fantasy VII Revelation


The bottom line

Six months before release, Final Fantasy VII Revelation is already shaping up to be an absurdly ambitious finale.

It’s bigger than Rebirth. It’s more open. It’s more vertical. It has a new combat customization system, a revamped Materia setup, more meaningful choices, an earlier Highwind, a ridiculous number of minigames, and two post-launch story expansions.

But the smaller details are arguably more interesting.

  • Three linked Materia slots.
  • FITS-locked Materia.
  • No Master Materia.
  • Johnny’s clones.
  • Knights of Round getting its own storyline.
  • A returning stamina mechanic in the snow.
  • A PC version specifically targeting better performance.
  • And a combat system that started life as nothing more than symbols on everyone’s clothes.

Those are the details that make Revelation feel less like “the third Final Fantasy VII Remake game” and more like a game that has spent years trying to figure out exactly what the finale should be.

We’ll find out whether all of those ideas come together when Final Fantasy VII Revelation launches on April 8, 2027.

And yes, we will absolutely be keeping this list updated as Hamaguchi inevitably gives us even more things to obsess over.

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The Ace Combat 8: Wings of Theve launch event is happening this week

Head to Orchard Central from October 7 to 11 for exciting experiencies

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The Ace Combat 8: Wings of Theve official launch event is happening this week in Singapore.

From October 7 to 11, Ace pilots are all invited to report to the Stage Area outside Molly Tea at Orchard Central (181 Orchard Rd., Singapore, 238896) from 11:00 AM to 9:00 PM daily.

Open to the public, the launch event commemorates the arrival of the first mainline entry in the Ace Combat series after seven years.

The title promises to elevate the franchise to new heights, harnessing the power of Unreal Engine 5 and proprietary technology to create a visually stunning and ultra-realistic aerial experience.

Players will take to the skies and rise above every challenge to earn their place among the elite.

At the event, visitors can take on the Ace Combat 8: Wings of Theve Hanging Bar Challenge for a chance to top the leaderboard and win prizes.

Fans can also meet and snap photos with special guests, momoko_pigsfly (Wednesday to Thursday) and djharharuka (Friday to Sunday). Exclusive freebies are up for grabs as well, while stocks last.

SEE ALSO: ACE Combat 8: Wings of Theve Review

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