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I just picked up this new game in "Seven Altar Dimensions", tried the first level, and was immediately laid out clearly. On the surface it is a reaction game, but in fact you have to run a simulation in your mind like reviewing the KPL lineup, the departure time of the two trains, the overlapping tracks, and the speed difference. The first level will let you understand that with just hand speed and no brains, the train will still derail.
This reminds me of several focus battles in the recent autumn split. Many teams in mid-term team battles are obviously full of operations, but they lose in "orbital planning" - resource point refresh time, troop line position, ultimate move CD, these are essentially the speed calculation and orbital overlap in the game. If you look at the top players, like the jungle position, their jungle routes and time points are exactly the same as starting within seconds in "Happy Train Adventure". If you miss the grass in half a second, you may hit the opponent and reverse squat, and the whole rhythm will collapse.
And this game also has a particularly cruel design: you have to manage multiple trains at the same time. Isn't this the core of the current tournament version? In the past, it might have been a single-core carry, but now it has to be coordinated by the midfielder and auxiliary, and it also has to lead the lane and pull the line. You just watch one train running smoothly, and the other train directly gives you a big collision on the overlapping track. In the recent game WBG lost, they only favored the development of shooters. As a result, the top lane train was ambushed by the opponent and derailed midway. All subsequent strategies had to be restarted.
The impact of version updates on the competitive environment can also be seen in miniature in this game. I remember that there was a version of the train speeding up before, and many players rushed forward, only to fly out when they reached the curve. The same is true in the professional arena now. Whichever team adapts to the economic adjustment of the new version of the jungle first will be able to seize the rhythm in the early stage. Those teams that still stock up on ultimate moves according to the old thinking are like players who start the game before they understand the changes in speed. They will not be able to pass the first level.
But having said that, this kind of "difficult to pass the first level" design actually makes me feel a little interesting. It's like watching a comeback game. Although the disadvantage ahead makes you want to turn off, there is always someone who can rely on clear mental simulations to pull every train that seems to be reaching a dead end back on track. The tension brought by this kind of game is more addictive to me than the simple pentakill scene.
Finally, the charging model of this game is still 0, and it can run on platform 5.0. Recommended to all friends who usually watch games and like to study tactics. If you can accurately calculate the time of each intersection on the train tracks, then when watching the game, you will definitely be able to tell which team battle will win earlier than the commentator. After all, the essence of e-sports is never about who can click faster, but who can see through the invisible tracks first in the chaos. 🧠