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猛士M817内饰首发 与华为合作车型 将于5月31日粤港澳车展上亮相_我的网站

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一 |     

[ 新车首发] 日前,猛士M817(参数|询价)内饰首发亮相,该车型是猛士与华为合作车型,将搭载华为乾崑智驾ADS 4、鸿蒙座舱5、乾崑车云等。    
Photo:Courtesy of AG.AL
    Photo: Courtesy of AG.ALThe 2026 Esports World Cup (EWC) concluded in Paris on Sunday local time, with Chinese esports club AG.AL (under Chengdu AG Esports Club) claiming the overall club championship. It became the first Chinese club to win the title since the tournament's launch, with French President Emmanuel Macron presenting the championship trophy.
AG.AL's victory was not decided until the final stage of the competition. In the last event, Trackmania, French player Gwen held his nerve under pressure to claim the title, helping AG.AL overtake Saudi Arabian club Team Falcons in the standings and secure the overall championship.
This victory reflects a new trend in global esports competition: competition among top clubs is no longer determined solely by one popular game or a single star player, but by a club's overall capabilities in multi-title strategy, talent development and global operations.
For AG, the title was not just a last-minute breakthrough, but the result of a global strategy that had been developed over years.
"Although the tournament itself lasted only around two months, we had been preparing for it for more than two years," Chen Longsheng (EDDY), AG.AL VP&COO, told the Global Times on Monday. He said AG began expanding its overseas esports operations around the EWC in 2024, selecting promising players from around the world and now covering more than 20 esports titles.
This multi-title strategy is also closely linked to EWC's unique competition format. Unlike traditional esports tournaments that often focus on a single major game, EWC adopts a club-based ranking system covering multiple titles, including Honor of Kings, CrossFire, and Trackmania. AG.AL competed in more than 10 events, accumulating points across different competitions before completing its comeback in the final stage, according to AG.
Chen said the format has also changed how clubs evaluate the value of different esports titles.
"From our perspective, there is no absolute distinction between major and minor titles. As long as players in a game have the ability and passion, they can help the club earn valuable points," he said.
He noted that titles such as Tekken and Trackmania may have smaller audiences compared with some mainstream esports games, but outstanding players in these fields can still become important contributors to a club's championship ambitions because they offer the same opportunity to earn crucial points.
Under this new competitive environment, esports clubs are also shifting from building teams around a single title toward developing more diverse talent systems.
However, for an esports club competing on the global stage, finding the right players is only the first step. Building a stable team among players from different countries and regions, while ensuring smooth operations at international tournaments, also tests a club's management capabilities.
"Cross-border operations involve challenges including language communication, contract arrangements, legal regulations, and player support," Chen said. "Different countries have different legal environments and salary systems, and coordinating all of these issues is actually very complicated." 
According to AG, during this year's EWC, staff members followed the teams throughout the process, from players' arrival in Paris, to training arrangements, communication with tournament organizers, post-match interviews and their departure.
"Fans see the players on stage, but behind them there are many operations staff ensuring that the entire team runs smoothly," Chen said.
AG's own development journey also reflects the changes that have taken place in China's esports industry over the past two decades.
In 2001, AG's predecessor won the StarCraft title at the World Cyber Games (WCG) Grand Finals, earning China's first world-level esports gold medal. Twenty-five years later, AG once again reached the top of an international competition. But the way esports is contested has changed dramatically - from battles centered around individual games to competition among global clubs based on talent, operations, and broader ecosystems.
"Over the past two decades, Chinese esports have gradually moved beyond the era when success depended mainly on individual players or a single game title, and developed into a more mature ecosystem involving clubs, professional leagues, content creation, commercial partnerships, and international exchanges," Shanghai-based esports commentator Natto told the Global Times on Monday.
According to Natto, the growing international presence of Chinese esports clubs also reflects a broader change in how the industry views overseas markets.
"Going global is not only about sending teams abroad to compete," Natto said. "It also means understanding different audiences, building communication channels and allowing more people to see the diversity of Chinese esports."

二 | 新车将会在5月31日开幕的粤港澳车展上亮相。

三 | 新车提供城市版和越野版,外观与内饰稍有差异,主要体现在配置上的差别。

城市版
越野版
猛士M817内饰配备悬浮式仪表盘、中控屏、抬头显示、抬头显示和电子后视镜。整个内饰立体且有层次感,方向盘两幅式设计,车机采用华为鸿蒙座舱5系统,屏幕下方保留了有关驾驶的物理按键。同时,中控台下方还保留了一块电子表。前排中央扶手内配备有车载冰箱。

四 |

座椅采用双色设计,与内饰的配色呼应,并辅助菱形的条纹缝线,当车门开启时,电子脚踏板会自动伸出,方便上下车,新车还配备了全景天窗。此外,新车还将配备乾崑智驾ADS 4、乾崑车云、智能车控、星闪数字钥匙等科技配置。
城市版
越野版
简单回顾新车外观,其采用雄魂美学2.0设计语言,外观相比猛士917更简洁。整车有着较大的接近角和离去角,通过性能更好,离地间隙较高,车顶配备了行李架,车身侧面提供了梯子,新车提供了公路轮胎和AT全地形胎,车尾配备了一个小书包,应该是作为储物空间使用。

五 | 动力方面,新车预计将搭载增程式动力,可能会是1.5T+三电机或者是四电机的组合,具体参数还尚未公布。关于新车的更多信息,我们也将持续关注。(文/ 秦超)

六 |

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Published on:22:50:54


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