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	<title type="text">Tracey Lien | The Verge</title>
	<subtitle type="text">The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts.</subtitle>

	<updated>2012-10-02T23:55:23+00:00</updated>

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		<entry>
			
			<author>
				<name>Tracey Lien</name>
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			<title type="html"><![CDATA[Microsoft Australia announces new pricing on Xbox 360]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2012/10/2/3446450/microsoft-australia-announces-new-pricing-on-xbox-360" />
			<id>https://www.theverge.com/2012/10/2/3446450/microsoft-australia-announces-new-pricing-on-xbox-360</id>
			<updated>2012-10-02T19:55:23-04:00</updated>
			<published>2012-10-02T19:55:23-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[Microsoft Australia is lowering the recommended retail price (RRP) of the Xbox 360 and its Kinect bundles, dropping the price of products between $AU50 and $AU150, the company announced today. Starting October 4th, the new pricing will be: Microsoft Australia says this is the company&#8217;s largest price drop on record in Australia. The company also [&#8230;]]]></summary>
			
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<img alt="" data-caption="xbox 360 kinect" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/14076765/xbox_360.1419978894.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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	xbox 360 kinect	</figcaption>
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<p>Microsoft Australia is lowering the recommended retail price (RRP) of the Xbox 360 and its Kinect bundles, dropping the price of products between $AU50 and $AU150, the company announced today.</p>

<p>Starting October 4th, the new pricing will be:</p>
<ul class="wp-block-list"><li>Kinect Sensor, $149 (save $50)</li><li>4GB Xbox 360, $199 (save $50)</li><li>4GB Xbox 360 with Kinect, $299 (save $100)</li><li>250GB Xbox 360, $299 (Save $150)</li><li>Limited edition consoles (existing consoles only), $399 (save $50)</li></ul>
<p>Microsoft Australia says this is the company&#8217;s largest price drop on record in Australia.</p>

<p>The company also revealed the RRP of<em> Halo 4</em>, which will cost $89.95 for the Standard Edition and $129.95 for the Limited Edition, both to release on November 6th.</p>
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			<title type="html"><![CDATA[&#8216;Dragon Collection&#8217; screenshots]]></title>
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			<updated>2012-09-27T23:30:17-04:00</updated>
			<published>2012-09-27T23:30:17-04:00</published>
			<category scheme="https://www.theverge.com" term="Verge Archives" />
			
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			<entry>
			
			<author>
				<name>Tracey Lien</name>
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			<title type="html"><![CDATA[Hear the sounds, play the games: Meet five games based on songs]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/gaming/2012/9/27/3319476/hear-the-sounds-play-the-games-the-designers-behind-soundplay" />
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			<updated>2012-09-27T09:00:06-04:00</updated>
			<published>2012-09-27T09:00:06-04:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[A purple beetle walks along a path strewn with collectible white dots and big, squishy bubbles. When left alone, its tiny beetle feet carry its body to the beat of Passion Pit&#8217;s Take a Walk. With player intervention, the beetle soars into the air, wings frantically flapping, before landing on the ground. It jumps on [&#8230;]]]></summary>
			
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<img alt="" data-caption="Soundplay 1020" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/13066201/header_1020.1419973736.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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	Soundplay 1020	</figcaption>
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<p>A purple beetle walks along a path strewn with collectible white dots and big, squishy bubbles. When left alone, its tiny beetle feet carry its body to the beat of Passion Pit&#8217;s <em>Take a Walk</em>. With player intervention, the beetle soars into the air, wings frantically flapping, before landing on the ground. It jumps on the beat, it lands on the beat, it walks to the beat. Music is the reason the beetle moves.</p>

<p>In another world, two painterly figures linked by a chain try to work their way up a hill. The sky and the ground pulses to the hypnotic beat of Cut Copy&#8217;s <em>Sun God</em>. Players propel the figures into the air and coordinate them to move each other forward and upwards by pressing keys on the keyboard. The figures writhe and spasm, slinging each other back and forth in a violent fit. Left alone, they fall, flopsy bodies tumbling down the hill as the pink sky continues to pulsate and the world around them sings Cut Copy&#8217;s song.</p>

<p>These games are made to music, and music is what made these games. Earlier this year, independent music website Pitchfork and video game culture publication Kill Screen partnered to launch <a href="http://soundplay.pitchfork.com/">Soundplay</a>, a project that invited five developers to design games for five songs. The result was the purple beetle with its tiny feet scuttling along. It was the pulsating world of the jittery figures slinging each other back and forth. The project produced five distinct interactive experiences &mdash; each with their own style and mechanics, their own look and feel, and very different takes on what it means to create a music video game.</p>
<div class="feature-sticky-toc">Sticky TOC engaged! Do not remove this!</div><!-- ######## END SNIPPET ######## --><!-- ######## PART 1 ######## --><div class="snippet review-snippet4 clearfix"><div class="sset clearfix"> <a name="section_1" class="entry-section-title">It&#8217;s not just a game</a><h2>It&#8217;s not just a game</h2> <div></div> <div class="sset clearfix"></div> <div class="column grid_4"> <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1357979/Pachinko_Pictures.jpg" class="photo" alt="Pachinko Pictures"><div></div> </div> <div class="column grid_5"> <div></div> <p>David Surman and Ian Gouldstone are the two-man team behind Pachinko Pictures, a boutique game studio based in Melbourne, Australia. When approached by Kill Screen earlier in the year to be a part of Soundplay, the brief was simple: here was a song, make a game. Each developer involved in the project was assigned a song chosen by Pitchfork. Each game had to begin when the song began, last the duration of the track, and end when the song ended. The songs themselves could not be tweaked and could only be played once. Everything else was up to the developers.</p> <p>&#8220;The thing we really had to think about was what it means to make a music video game,&#8221; says Surman, whose studio was tasked with developing a game to the first single on Passion Pit&#8217;s most recent album, Gossamer: <em>Take a Walk</em>.</p> </div> <div class="column grid_9"><p>&#8220;We had actually built the game up to be something bigger than what the final form is,&#8221; he says. &#8220;We had hazards and collisions and you had to collect things at the same time as avoid things, and we had death conditions,&#8221; he says. &#8220;But we realized that if this is a music video game, you have to finish the game. If a song gets interrupted by a fail condition, that&#8217;s so jarring. It&#8217;s like if you&#8217;re watching Michael Jackson&#8217;s <em>Thriller</em> on TV and the power goes out.&#8221;</p></div> <div class="column grid_5"> <p>For Pachinko Pictures, the game it was making would have to be something that any player could finish, regardless of whether their purple beetle collected any dots or made any jumps &mdash; there could be no fail state. At the same time, it didn&#8217;t want to risk players switching off and finding no reason to engage with the game, especially if &mdash; even without their involvement &mdash; the song would continue to play and the beetle would continue to walk.</p> <p>&#8220;We ended up producing something that was very much about giving the player a meaningful choice,&#8221; Surman says. &#8220;So they have a score they can earn and they can decide what pick-ups to go for. They have score pick-ups [white dots] and evolution pick-ups [big bubbles].&#8221;</p> <div></div> <p>&#8220;We ended up producing something that was very much about giving the player a meaningful choice.&#8221;</p> <p>The score pick-ups encourage players to leap into the air at the right time to collect as many white dots as they can, which adds up to a final score revealed at the end of the game. The evolution pick-ups cause the beetle to evolve. Once a certain number of bubbles have been collected, the purple beetle evolves into a chubby green frog. Instead of leaping into the air and flapping its wings, it hops, takes a gulp of air, and floats through the sky, eyes wide, tummy bulging. The frog then evolves into a chicken, followed by a cosmonaut. Naturally.</p> </div> <div class="column grid_4"> <div></div> <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1364033/take_a_walk_350.jpg" class="photo" alt="Take a Walk"><div></div> <div></div> <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1364003/take_a_walk_2_-_350.jpg" class="photo" alt="Take a Walk"><div><em>Take a Walk</em></div> </div> <div class="sset clearfix"></div> <div class="column grid_4"> <div></div> <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1364051/take_a_walk_3_-_300.jpg" class="photo" alt="Take a Walk"><div><em>Take a Walk</em></div> </div> <div class="column grid_5"> <p>&#8220;It&#8217;s about choosing what you go for as you time your jumps,&#8221; Surman says. &#8220;Having played through it once, it then invites players to consider having a second playthrough. It&#8217;s like &#8216;Oh, I finished as a frog and I got a good score, but what if I go for the evolution pick-ups? What am I going to end up becoming?&#8217; That was really the goal for us, to come up with a casual goal with a meaningful choice that really echoed the themes of the track.&#8221;</p> <p>Bennett Foddy (<em>QWOP</em>, <em>GIRP</em>, <em>CLOP</em>) made his game to Cut Copy&#8217;s <em>Sun God</em> after receiving a brief from Kill Screen that he describes as simple but expansive: to make a game that was at the boundaries between video games and music. The result was the pinkest game in the series.</p> <p>&#8220;I knew I didn&#8217;t want to make a game and just set it to music,&#8221; Foddy says. &#8220;I also didn&#8217;t want to make a rhythm game for video game fans, like <em>Osu! Takakae! Ouendan!</em> since it was going to be hosted on the Pitchfork website and shown at the Pitchfork music festival. Most of the players would be people who never played games at all.</p> <p>&#8220;Instead, I wanted to make a game that music fans could play as a way of experiencing a great piece of music, much like a music video. And they would probably only play it once, much like a music video.&#8221;</p> <p>Foddy says he didn&#8217;t want his game to be strict or to force players to play on the beat like in <em>Guitar Hero</em>. Rather, he wanted there to be a subtle pressure to play the game on the beat &mdash; he wanted players to find themselves unintentionally playing along with the music, like dancing.</p> </div> </div></div><!-- ######## END SNIPPET ######## --><!-- ######## PART 2 ######## --><div class="snippet review-snippet4 clearfix"><div class="sset clearfix"> <a name="section_5" class="entry-section-title">Pulsing suns and talking mammoths</a><h2>Pulsing suns and talking mammoths</h2> <div></div> <div> <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1366007/Jake_Elliot_910.jpg" class="photo" alt="Jake Elliott's take on M83's Intro">Jake Elliott&#8217;s take on M83&#8217;s <em>Intro</em> </div> <div class="sset clearfix"></div> <div class="column grid_6"> <p>Like the other games in the series, Foddy&#8217;s <em>Sun God</em> is an oblique representation of the lyrics in the song. Even in Jake Elliott&#8217;s take on M83&#8217;s <em>Intro</em>, the game features lyrics transcribed directly from the song but interprets them in a completely different way to what M83 intended. The M83 lyrics are abstract and sing of &#8220;banners of gold shining in the cold,&#8221; but Elliott&#8217;s game takes the player on a ride with a wooly mammoth who tells the player stories about its culture and history. In Ivan Safrin&#8217;s <em>Lady</em> by Chromatics, a 3D figure travels through a <em>Rez</em>-esque universe of triangles and stars &mdash; a far cry from the lyrics &#8220;Why do we fall in love / Baby I just want you to come back.&#8221;</p> <p>&#8220;I think that is a good thing,&#8221; says Foddy. &#8220;I hate obvious, literal music videos, and I would hate literal music games even more, I think.</p> <p>&#8220;Enjoying music for me is about experiencing a particular mood or a way of being, and a game or a video can, at least in theory, harmonize with that and resonate in a way that elevates the music.</p> <div></div> <p>&#8220;I tried pretty hard to match the emotionality of the look of the game to the way I feel when I listen to that track.&#8221;</p> <p>&#8220;Normally it&#8217;s the other way around, of course, with music being the emotional powerhouse in many of the greatest movies and games. So I tried pretty hard to match the emotionality of the look of the game to the way I feel when I listen to that track. I&#8217;m not sure I can be more precise than that &#8230; I guess &#8216;a suffusion of pink&#8217; is the [feeling] I get when I listen to most Cut Copy tracks.&#8221;</p> <p>Foddy&#8217;s first mock-up for his game featured an abstract sun object that pulsed in time to <em>Sun God</em>. Two players, represented by squares, would jump up to try to charge themselves on the sun by scooping energy from it, and then firing out energy-charged rays. He couldn&#8217;t make it read well on the screen, so he changed his approach to something more direct. Instead of having a pulsing sun, he would have a pulsing earth. He decided to tether the two players together so that both would always be kept on the screen, and he employed a design strategy used in many of his previous games: to imagine motions or actions that he would like to do on the control surface, even if the computer was switched off.</p> </div> <div class="column grid_4"> <div></div> <div class="snimage"><div> <img alt="Foddy's game" class="photo" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1363961/Foddy_1_-_300.jpg"><em>Sun God</em> initial &#8220;squares&#8221; concept</div></div> <div></div> <div class="snimage"><div> <img alt="Foddy's game" class="photo" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1393865/Foddy_2_-_300.jpg"><em>Sun God</em> early two-player concept</div></div> <div></div> <div class="snimage"><div> <img alt="Foddy's game" class="photo" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1363971/Foddy_3_-_300.jpg"><em>Sun God</em> </div></div> </div> <div class="sset clearfix"></div> <div class="column grid_4"> <div></div> <div> <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1357971/Santa_Ragione_character_concepts.jpg" class="photo" alt="Street Song character concepts"><em>Street Song</em> character concepts</div> </div> <div class="column grid_5"> <p>&#8220;In the case of my new game, <em>CLOP</em>, that was drumming your fingers rhythmically on the keyboard,&#8221; he says. &#8220;In the case of <em>GIRP</em>, it was stretching your fingers over the keyboard like in Twister. But in the case of <em>Sun God</em>, I imagined myself tapping the keys along with the music, like drums. Sometime I even do that with my wireless keyboard when I have music playing.&#8221;</p> <p>For Pietro Righi Riva and Nicol&ograve; Tedeschi of developer Santa Ragione, they chose to explore Matthew Dear&#8217;s <em>Street Song</em> as a space that players could inhabit. The song, chosen by Dear himself, was an unexpected choice for the pair.</p> <p>&#8220;At first we were really scared because, before we received the song, we explored Matthew&#8217;s discography and we were sure he would have picked a more traditional, rhythmic song,&#8221; Riva says. &#8220;We had been planning gameplay that would adapt to the beat and morph in time with the evolution of the song. Instead, <em>Street Song</em> &mdash; Matthew&#8217;s pick &mdash; is a bit mellow and sounds very experimental. It&#8217;s not the kind of song you can dance to easily, and that in itself makes building an interaction around it complex.</p> <p>&#8220;At the same time, the song helped us to move away from a tradition of classic rhythm games &mdash; the absence of a strong beat forced us to explore the concept of the &#8216;music game&#8217; from a different perspective.&#8221;</p> </div> <div class="sset clearfix"></div> <div class="column grid_9"> <div> <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1365751/Santa_Ragione_storyboard_870.jpg" class="photo" alt="Street Song storyboards"><em>Street Song</em> storyboards</div> <div></div> <p>The pair decided its game would not require a high level of concentration from the player because it wanted the music to be the focal point. It didn&#8217;t want the game to be too plot-driven because it would distract from the song. But it did want the player to be continuously engaged, constantly moving, and constantly exploring. While the game has no fail-state as such, the player does have to actively interact with the game in order to get to the end of the song.</p> <p>&#8220;We asked ourselves a few questions as we listened to the song,&#8221; Riva says. &#8220;What is this song really about? What are the lyrics about? What does it mean to us personally? What memories or emotions does it trigger? How is the perception of the song going to change through repeated hearings?</p> <p>&#8220;At the end of the day, it&#8217;s undeniable that music, as a medium, has reached a level of maturity beyond that of video games. For example, not all songs aim to provide positive feelings, but with interaction you always run the risk of alienating players if you try to convey a bad feeling, such as frustration, paranoia, or hopelessness.</p> <div></div> <p>&#8220;At the end of the day, it&#8217;s undeniable that music, as a medium, has reached a level of maturity beyond that of video games.&#8221;</p> </div> <div class="column grid_5"> <p>&#8220;During development we were often tempted to introduce more &#8216;gamey&#8217; elements, or more traditional interactions. But <em>Street Song</em> is not an easy song. It&#8217;s not easy to decipher, so why would the game be easy to understand?&#8221;</p> <p>The developers came up with a game that they felt was a mix of the emotions the song evoked and playable experiences that could engage the player. They were mindful to not try to tell a literal story through images or to impose their interpretation of the song onto players. Jake Elliott says that Santa Ragione&#8217;s game allows players to visualize and explore the musical space.</p> <p>&#8220;They made this space rather than a narrative, and that&#8217;s something that games can be really good at,&#8221; Elliott says. &#8220;They&#8217;re good at describing a space, even a space that you can&#8217;t really put words to.&#8221;</p> </div> <div class="column grid_5"> <div></div> <div> <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1365855/Santa_Ragione_350.jpg" class="photo" alt="Street Song"><em>Street Song</em> </div> </div> </div></div><!-- ######## PART 3 ######## --><div class="snippet review-snippet4 clearfix"><div class="sset clearfix"> <a name="section_6" class="entry-section-title">Musical fidelity</a><h2>Musical fidelity</h2> <div></div> <div class="sset clearfix"> <div class="column grid_9"><p>Passion Pit probably didn&#8217;t have purple beetles and bloated frogs in mind when they wrote <em>Take a Walk</em>, but the collaboration between the musicians and the designers meant the former would provide the music and the latter would meet them halfway.</p></div> <div class="column grid_4"> <p>&#8220;As designers we have a vision, and I think our vision is to always be respectful of whatever source material we&#8217;re responding to,&#8221; says David Surman. &#8220;Passion Pit&#8217;s song is essentially staged storytelling &mdash; each verse of the track tells a micro story of some particular kind of family that is struggling, and you have these little scenarios that are depicted in the song, so we knew that structurally, if we just made the song game reflect the different segments, then there would ultimately be a fundamental relationship between the track and what we delivered.&#8221;</p> <div></div> <p>&#8220;I think our vision is to always be respectful of whatever source material we&#8217;re responding to.&#8221;</p> <p>Surman and Gouldstone listened to the track hundred and hundreds of times and tried to unpack the idea of the most repeated line in the song: &#8220;take a walk.&#8221; They knew they wanted to represent the idea in a literal way, hence the walking beetle and frog, but they also wanted to delve a bit deeper.</p> </div> <div class="column grid_6"> <div></div> <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1365799/take_a_walk_560.jpg" class="photo" alt="Take a Walk"><div><em>Take a Walk</em></div> <div></div> <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1365807/take_a_walk_4_-_560.jpg" class="photo" alt="Take a Walk"><div><em>Take a Walk</em></div> </div> <div class="column grid_9"> <div></div> <p>They looked into the concept of evolution, they drew on the way walking is used in the song as a coping mechanism, and using these ideas they cut together archival video footage to play in the game&#8217;s background to tell a greater story. One about walking to grow, to cope, and to reach an unknown destination.</p> <p>&#8220;It might not be immediately apparent or obvious, but the backgrounds during the verses &mdash; they&#8217;re periods of strife &mdash; and during the chorus, it&#8217;s periods of happiness,&#8221; says Gouldstone. &#8220;The thing I like about the song is during each of the choruses, it&#8217;s about walking as a coping mechanism, and it&#8217;s neither optimistic nor pessimistic. And I think that&#8217;s what I really responded to.</p> <p>&#8220;What we tried to express through the game was this constant duress when you&#8217;re trying to grab stuff, and stuff just passes and you have to keep moving on and just hope that there&#8217;s a happy ending.&#8221;</p> </div> </div> </div></div><!-- ######## END SNIPPET ######## --><!-- ######## PART 4 ######## --><div class="snippet review-snippet4 clearfix"><div class="sset clearfix"> <a name="section_5" class="entry-section-title">A deeper connection</a><h2>A deeper connection</h2> <div></div> <div class="sset clearfix"> <div class="column grid_5"> <div></div> <p>Whether they invite the player to walk, to explore, to go on a ride with a mammoth, or to fall through a world that glows pink, the games in the Soundplay series invite players to engage with music in a different way. Surman believes that games provide players with a deep engagement, and if people can feel more connected to a track through gameplay, then that creates a memorable experience.</p> <p>&#8220;I don&#8217;t think it&#8217;s a coincidence that there&#8217;s such a strong memory of certain key boss battles in Final Fantasy when you think of Nobuo Uematsu&#8217;s bespoke score for those battles,&#8221; Surman says. &#8220;I think game developers have known for a long time that these music video games showcase that particular feature.&#8221;</p> </div> <div class="column grid_5"> <div></div> <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1365903/final_fantasy_7_350.jpg" class="photo" alt="Final Fantasy VII"><div><em>Final Fantasy VII</em></div> </div> <div class="column grid_9"><p>How deep that connection can be for games set to five-minute songs is yet to be seen. Foddy believes that a good music game would really harmonize with music in a way that puts the music ahead of the game &mdash; he thinks <em>Sword and Sworcery</em>, <em>Lumines</em>, and <em>Rez</em> come close, but he can&#8217;t think of any games that have successfully pulled it off.</p></div> <div class="column grid_4"> <div></div> <div> <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1365895/rez_300.jpg" class="photo" alt="Rez"><em>Rez</em> </div> </div> <div class="column grid_5"> <p>&#8220;I think dancing gives the dancer a deeper connection to music than watching a video, and games have the potential to let you &#8216;dance&#8217; and watch at the same time &mdash; a complete kind of synaesthesia &mdash; so in that sense games could supersede music videos, at least in theory,&#8221; he says.</p> <div></div> <p>&#8220;Probably the first person who makes the first really perfect music game will also be a person who loves to dance.&#8221;</p> <p>&#8220;I think my game is interesting and I am especially proud of how it looks, but I don&#8217;t think I really pulled off the marriage between the game and the music. Probably the first person who makes the first really perfect music game will also be a person who loves to dance,&#8221; says Foddy.</p> </div> <div class="column grid_9"> <p>&#8220;Unfortunately, there is hardly any overlap between the set of people who love to dance and the set of people who love making video games!&#8221;</p> <p><em>Pitchfork and Kill Screen&#8217;s Soundplay series can be accessed here: <a href="http://soundplay.pitchfork.com/">http://soundplay.pitchfork.com</a></em></p> </div> </div> </div></div><!-- ######## END SNIPPET ######## --><!-- ######## END ######## --><div class="snippet clearfix"><div class="sset clearfix"><div class="column grid_10"> <div></div> <h5>Image credits</h5> <p><small><span> <em>Pachinko Pictures, Santa Ragione, Jake Elliott, Bennett Foddy, Square, Sega</em></span></small></p> </div></div></div>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Tracey Lien</name>
			</author>
			
			<title type="html"><![CDATA[Sony debuts redesigned slim PlayStation 3 console, coming as bundle September 25th]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/gaming/2012/9/19/3355798/sony-announces-new-playstation-3-console" />
			<id>https://www.theverge.com/gaming/2012/9/19/3355798/sony-announces-new-playstation-3-console</id>
			<updated>2012-09-19T00:15:31-04:00</updated>
			<published>2012-09-19T00:15:31-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[Sony announced a new PlayStation 3 at its Tokyo Game Show press conference today. The console comes in Charcoal Black and Classic White with a 250GB and 500GB version. The black console will be out in Japan on October 4th, and the white console on November 22nd. In North America, the 250GB console will be [&#8230;]]]></summary>
			
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<figure>

<img alt="" data-caption="Super slim PS3" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/14060457/8001375055_0be12360f1_b.1419974091.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	Super slim PS3	</figcaption>
</figure>
<p>Sony announced a new PlayStation 3 at its Tokyo Game Show press conference today.</p>

<p>The console comes in Charcoal Black and Classic White with a 250GB and 500GB version. The black console will be out in Japan on October 4th, and the white console on November 22nd.</p>

<p>In North America, the 250GB console will be available September 25th and be priced at $269.99. It will come as part of a &#8220;limited edition&#8221; bundle that includes the &#8220;game of the year&#8221; edition of <em>Uncharted 3: Drake&#8217;s Deception</em> and a credit for $30 worth of content for the game <em>Dust 514</em>. The 500GB version will be available on October 30th for $299.99, and will also feature a limited bundle, coming packed with a copy of <em>Assassin&#8217;s Creed 3</em>. In PAL territories there will be a PlayStation 3 with 12GB of flash memory available on October 12th for 229 Euros. The 500GB console will be available for 299 Euros on September 28th. In Japan the 250GB will sell for 24,900 Yen and the 500GB will sell for 29,800 Yen, both available October 4th.</p>

<p>A newer, slimmer PlayStation 3 was rumored to be in development back in July, with <a href="http://www.theverge.com/2012/7/13/3158062/images-alleged-new-playstation-3-model-leak">leaked images</a> showing off a PlayStation-branded console with a ridged top and no slot-loading drive. According to a post on <a href="http://blog.us.playstation.com/2012/09/18/tgs-2012-smaller-lighter-ps3-model-unveiled/">the official PlayStation blog</a>, the new version of the console is approximately 20 percent smaller and 25 percent lighter when compared to the current PS3 model &mdash; though it is unclear if the console Sony announced today is the same console that was shown in the leaked images.</p>

<p>The Official Australian <a href="http://au.playstation.com/new-ps3/">PlayStation Blog</a> said that a new-look PlayStation Store will launch in mid-October to coincide with the release of the new console.</p>
 <img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/assets/1394683/8001374977_d3a2866bc4_b.jpeg" class="photo" alt="8001374977_d3a2866bc4_b"><br id="1348030095581"> <!-- CHORUS_VIDEO_EMBED ChorusVideo:4461 -->
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Tracey Lien</name>
			</author>
			
			<title type="html"><![CDATA[&#8216;Shin&#8217;en Nano Assault Neo&#8217; Wii U screenshots]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2012/9/14/3330964/shinen-nano-assault-neo-wii-u-screenshots" />
			<id>https://www.theverge.com/2012/9/14/3330964/shinen-nano-assault-neo-wii-u-screenshots</id>
			<updated>2012-09-14T06:36:47-04:00</updated>
			<published>2012-09-14T06:36:47-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
			
							<content type="html">
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Tracey Lien</name>
			</author>
			
			<title type="html"><![CDATA[Wii U on sale December 8th in Japan: priced higher than entry-level Xbox 360 and PS3]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2012/9/13/3325246/wii-u-japan-price" />
			<id>https://www.theverge.com/2012/9/13/3325246/wii-u-japan-price</id>
			<updated>2012-09-13T03:20:50-04:00</updated>
			<published>2012-09-13T03:20:50-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[Nintendo&#8217;s Wii U console will start at &#165;26,250 ($US337) in Japan and release on December 8th, it was announced during the Japanese Nintendo Direct presentation today. The console will come in a basic set and a premium set. The premium set will cost &#165;31,500 and come with a black version of the game system, 32GB [&#8230;]]]></summary>
			
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											<![CDATA[

						
<figure>

<img alt="" data-caption="wii u" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/14054896/wii-u-hands-DSC_0021-rm-verge-1020.1419973797.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	wii u	</figcaption>
</figure>
<p>Nintendo&#8217;s Wii U console will start at &yen;26,250 ($US337) in Japan and release on December 8th, it was announced during the Japanese Nintendo Direct presentation today.</p>

<p>The console will come in a basic set and a premium set. The premium set will cost &yen;31,500 and come with a black version of the game system, 32GB of flash memory, a GamePad, two power adapters, and an HDMI cable. It will also come with Nintendo Network Premium, a kind of loyalty program that offers 10 percent off digital purchases, which is currently a standard offer across Japanese electronics retailers like Bic Camera and Yodobashi Camera. The basic set will cost &yen;26,250 ($US337) and come with a white console that has 8GB of flash memory and gamepad.</p>

<p>The high-definition console, which has 2GB of RAM &ndash; 1GB for game memory and 1GB for system memory &ndash; and can play 25GB discs, was first announced at the games industry trade show, E3, in 2011. Over the past year the console&#8217;s features and add-ons were revealed, such as the Wii U&#8217;s much talked about <a href="http://www.theverge.com/2012/6/5/3064889/wii-us-gamepad-controller-hands-on/in/2827216">GamePad</a>, the GamePad&#8217;s <a href="http://www.theverge.com/2012/6/5/3066911/nintendo-wii-u-gamepad-battery-life-specs">battery life</a>, the Wii U <a href="http://www.theverge.com/gaming/2012/6/5/3065756/panorama-view-announced-for-wii-u/in/2827216">Panorama View</a> software, and the Wii U <a href="http://www.theverge.com/2012/6/5/3065844/wii-u-pedometer-announced-after-nintendos-e3-press-conference/in/2827216">pedometer</a>, as well as games that have been <a href="http://www.theverge.com/gaming/2012/6/5/3065825/wii-u-the-full-games-list/in/2827216">confirmed </a>for the console. Information about the console&#8217;s <a href="http://www.theverge.com/products/wii-u-pro-controller/5711">Pro Controller </a>and the Wii U&#8217;s <a href="http://www.theverge.com/products/wii-u/3513">console body</a> was also released during this time.</p>

<p>For comparison, the entry-level PlayStation 3 is priced at <a href="http://www.jp.playstation.com/ps3/hardware/">&yen;24,980</a> in Japan, while the base Xbox 360 is priced at <a href="http://www.xbox.com/ja-JP/xbox360">&yen;19,800</a>.</p>

<p>A price and release date for the Wii U in North America will be announced on September 13th in New York City at 10AM EDT. Polygon will be covering the event as it happens.</p>

<p>Nintendo will also be revealing details about the Wii U console for its European audiences in a Nintendo Direct <a href="http://www.nintendo.co.uk/NOE/en_GB/news/nintendo_direct_47764.html">stream</a> that kicks off on Thursday September 13th at 3PM UK time, coinciding with the event in New York City.</p>

<p>Keep up to date with our coverage of Nintendo&#8217;s Wii U announcement by following our <a href="http://www.theverge.com/gaming/2012/9/12/3322340/nintendo-wii-u-price-release-date-games-features-announcement">stream</a>.</p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Tracey Lien</name>
			</author>
			
			<title type="html"><![CDATA[Major League Gaming crowns &#8216;StarCraft 2&#8217; and fighting game champions, disqualifies &#8216;League of Legends&#8217; winners]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2012/8/27/3270859/major-league-gaming-crowns-starcraft-2-and-fighting-game-champions" />
			<id>https://www.theverge.com/2012/8/27/3270859/major-league-gaming-crowns-starcraft-2-and-fighting-game-champions</id>
			<updated>2012-08-27T01:15:05-04:00</updated>
			<published>2012-08-27T01:15:05-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[Major League Gaming crowned winners for its Summer Championship in Raleigh, North Carolina, this weekend, but disqualified two League of Legends teams for collusion. The highly anticipated tournament ran concurrently with the StarCraft 2 North American World Championship Series and drew viewers from all around the world via its high definition online streams. While most [&#8230;]]]></summary>
			
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<figure>

<img alt="" data-caption="major league gaming" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/14039394/raleigh.1419972903.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	major league gaming	</figcaption>
</figure>
<p>Major League Gaming crowned winners for its Summer Championship in Raleigh, North Carolina, this weekend, but disqualified two <em>League of Legends</em> teams for collusion.</p>

<p>The highly anticipated tournament ran concurrently with the <em>StarCraft 2</em> North American World Championship Series and drew viewers from all around the world via its high definition online streams.</p>

<p>While most of the competitions within the tournament went smoothly, the two teams that were battling it out for first and second place in the <em>League of Legends</em> tournament were disqualified after it was determined that there was collusion between the two final teams: Curse NA and Team Dignitas.</p>

<p>MLG wrote on its official website:</p>
<blockquote class="wp-block-quote has-text-align-none is-layout-flow wp-block-quote-is-layout-flow">
<p>MLG regrets to announce that we will not be awarding 1st or 2nd Place finishes for the Summer Championship <em>League of Legends</em> Event. We have determined that there was collusion between the two final teams, Curse NA and Team Dignitas. This is in clear violation of both the letter and spirit of MLG&#8217;s Official Pro Circuit Conduct Rules: &#8220;competitors may not intentionally Forfeit a Game or conspire to manipulate Rankings or Brackets.&#8221; As such, both teams have been disqualified, and no placements or prize money will be awarded.</p>

<p>Riot has agreed with this decision and, in accordance with their Season 2 rules on Unsportsmanlike Conduct, will not be awarding Circuit points to either team.</p>

<p>The 3rd and 4th Place teams will receive the prize money and Circuit Points they have earned, and all other results stand. No 1st or 2nd Place will be awarded for this event.</p>
</blockquote>
<p>In the<em> StarCraft 2: Wings of Liberty</em> tournament, Leenock took out first place with a top prize of $25,000. OBS_EMP_REO came first in <em>Mortal Kombat</em> on PlayStation 3, and Xephukai won the <em>Soul Calibur V</em> tournament.</p>

<p>The complete results from the Summer Championship can be viewed <a href="http://www.majorleaguegaming.com/live#sc2%20%20">here</a>.</p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Tracey Lien</name>
			</author>
			
			<title type="html"><![CDATA[OnLive&#8217;s bankruptcy protection filing leaves former employees in the dark]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2012/8/19/3253029/onlive-bankruptcy-filing" />
			<id>https://www.theverge.com/2012/8/19/3253029/onlive-bankruptcy-filing</id>
			<updated>2012-08-19T02:09:03-04:00</updated>
			<published>2012-08-19T02:09:03-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[&#8220;OnLive &#8230; will continue to operate,&#8221; the statement read. &#8220;&#8230;there is no expected interruption of any OnLive services.&#8221; It was a statement that read as an assurance: everything is fine, we&#8217;re still here, it&#8217;s business as usual. But it was clear that everything wasn&#8217;t fine. Earlier yesterday, it was reported that all of OnLive&#8217;s 150-200 [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="" data-caption="onlive hq stock 1024 logo" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/14033291/20120817-20463674-onlive-hq-IMG_1810.1419972548.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	onlive hq stock 1024 logo	</figcaption>
</figure>
<p>&#8220;OnLive &#8230; will continue to operate,&#8221; <a href="http://www.theverge.com/2012/8/17/3250589/onlive-official-layoffs-statement">the statement read</a>. &#8220;&#8230;there is no expected interruption of any OnLive services.&#8221;</p>

<p>It was a statement that read as an assurance: everything is fine, we&#8217;re still here, it&#8217;s business as usual. But it was clear that everything wasn&#8217;t fine. Earlier yesterday, it was reported that all of OnLive&#8217;s <a href="http://www.theverge.com/gaming/2012/8/17/3250066/onlive-cloud-gaming-service-closing-staff-laid-off/in/3014536">150-200 staff were laid off</a>. Now, multiple sources have confirmed that the streaming game company will be filing an Assignment for the Benefit of Creditors (ABC), an alternative to bankruptcy, and <em>Polygon</em> understands that the company will soon issue a statement to better explain what&#8217;s going on.</p>

<p>From the perspective of former employees, that statement could be very welcome, because sources tell Polygon that a group of the unlucky souls who received their pink slips on Friday are weighing their legal options. Reportedly, the company laid off the entire staff on Friday, only to hand out offer letters to &#8220;a large percentage&#8221; of that same staff for a new company, and we&#8217;re hearing that those individuals are confused as to why the company would dissolve only to re-form hours later.</p>

<p><a href="http://www.theverge.com/2012/8/18/3250999/onlive-layoff-hp-bid-one-billion-asking-1800-concurrent-users">Though rumor has it</a> that the OnLive game service was serving as few as 1,800 individuals during peak periods and money was tight in recent weeks, some sources say that the company was fending off offers from the likes of Sony and Hewlett-Packard that founder and CEO Steve Perlman deemed too low. While there&#8217;s no guarantee such a buyer would have retained their services &mdash; and in California, employment is &#8220;at-will&#8221; &mdash; some employees are angry at what might appear to be a legal loophole that could allow OnLive to quickly shed any perceived value they might have had in company stock, even if that&#8217;s not the whole truth.</p>

<p>So, what&#8217;s an Assignment for the Benefit of Creditors, anyhow? The idea is that a company that&#8217;s not doing so well will transfer all its assets to another one, which is then in charge of getting the company&#8217;s investors (including HTC, AT&amp;T, Autodesk, British Telecom and more) the best deal possible for the money they&#8217;d invested. That could mean simply running the business more efficiently &mdash; say, with fewer employees or commitments &mdash; if that&#8217;s where the value lies and if dissolving the original company allows the new owners to legally and effectively do so. Another possibility, though, is that the &#8220;newly-formed&#8221; firm that receives OnLive&#8217;s assets is simply a shell company, designed to prep OnLive&#8217;s assets for a quick sale, or perhaps even leverage OnLive&#8217;s patents in the streaming game and desktop space against competitors in the market.</p>

<p>That last idea could be rather intriguing. Last month, Sony validated the nascent idea of cloud gaming <a href="http://www.theverge.com/gaming/2012/7/2/3131408/sony-computer-entertainment-buys-gaikai-for-380-million">by buying rival Gaikai for $380 million</a>&#8230; and GameStop, which bought rival Spawn Labs in 2011, <a href="http://www.theverge.com/gaming/2012/8/16/3248074/gamestop-to-launch-cloud-gaming-service-spawn-labs-summer-2013">plans to introduce a cloud gaming service in summer 2013.</a></p>

<p><em>Sean Hollister contributed to this report.</em></p>

<p><strong>Update: </strong>This story has been heavily modified from its original version, which contained inaccuracies.</p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Tracey Lien</name>
			</author>
			
			<title type="html"><![CDATA[Another Xbox Durango development kit appears on eBay]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2012/8/14/3241462/another-durango-development-kit-appears-on-ebay" />
			<id>https://www.theverge.com/2012/8/14/3241462/another-durango-development-kit-appears-on-ebay</id>
			<updated>2012-08-14T02:44:09-04:00</updated>
			<published>2012-08-14T02:44:09-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[A second eBay listing claiming to sell a Microsoft Xbox Durango development kit was posted today from the same seller of an identical kit that appeared on eBay yesterday. The listing claims to be for a development kit for the next-gen Xbox and features the same non-descript image of a computer tower with no further [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="" data-caption="durango" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/14029255/Screen_Shot_2012-08-14_at_4.41.38_PM.1419972305.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	durango	</figcaption>
</figure>
<p>A second <a href="http://www.ebay.com/itm/ws/eBayISAPI.dll?ViewItem&amp;_trksid=p4340.l2557&amp;rt=nc&amp;nma=true&amp;item=221100568971&amp;si=%252FuDEPVpBJogwX%252BSANbJE3JEbhUc%253D&amp;viewitem=&amp;afsrc=1&amp;orig_cvip=true&amp;rt=nc#ht_500wt_1203">eBay listing</a> claiming to sell a Microsoft Xbox Durango development kit was posted today from the same seller of an identical kit that appeared on <a href="http://www.theverge.com/2012/8/12/3238444/ebay-seller-claims-to-be-auctioning-a-microsoft-xbox-durango">eBay yesterday</a>.</p>

<p>The listing claims to be for a development kit for the next-gen Xbox and features the same non-descript image of a computer tower with no further description. The item comes with powercables and a wired controller.</p>

<p>eBay seller Superdae <a href="http://www.ebay.com/itm/ws/eBayISAPI.dll?ViewItem&amp;_trksid=p4340.l2557&amp;rt=nc&amp;nma=true&amp;item=221100568971&amp;si=%252FuDEPVpBJogwX%252BSANbJE3JEbhUc%253D&amp;viewitem=&amp;afsrc=1&amp;orig_cvip=true&amp;rt=nc#ht_500wt_1203">sold</a> what he claimed to be a Microsoft Xbox Durango development kit yesterday for $20,100. The listing for the second development kit has reached $14,100 after 22 bids, with six days to go.</p>

<p>When we contacted Microsoft for comment yesterday, they avoided confirming or denying the legitimacy of the development kits and provided us with the following statement:</p>
<blockquote class="wp-block-quote has-text-align-none is-layout-flow wp-block-quote-is-layout-flow">
<p>&#8220;Xbox 360 has found new ways to extend the console lifecycle by introducing controller-free experiences with Kinect and re-inventing the console with a new dashboard and new entertainment content partnerships. We are always thinking about what is next for our platform and how to continue to defy the lifecycle convention.&#8221;</p>
</blockquote>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Tracey Lien</name>
			</author>
			
			<title type="html"><![CDATA[eBay seller claims to be auctioning a Microsoft Xbox Durango development kit]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2012/8/12/3238444/ebay-seller-claims-to-be-auctioning-a-microsoft-xbox-durango" />
			<id>https://www.theverge.com/2012/8/12/3238444/ebay-seller-claims-to-be-auctioning-a-microsoft-xbox-durango</id>
			<updated>2012-08-12T19:27:41-04:00</updated>
			<published>2012-08-12T19:27:41-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[A seller on eBay posted a listing for what they claim is a Microsoft Xbox Durango development kit today, with the current bid for the Alpha Tower at $15,000. The tower, which is supposedly for the next-gen Xbox, was posted by eBay user SuperDae earlier this morning and listed additional items like a wireless controller [&#8230;]]]></summary>
			
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<img alt="" data-caption="durango" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/14028108/Screen_Shot_2012-08-13_at_9.21.55_AM.1419972213.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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	durango	</figcaption>
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<p>A seller on eBay posted a listing for what they claim is a Microsoft Xbox Durango development kit today, with the current bid for the Alpha Tower at $15,000.</p>

<p>The tower, which is supposedly for the next-gen Xbox, was posted by eBay user SuperDae earlier this morning and listed additional items like a wireless controller and power supply. The auction includes only a single image of a non-descript tower, with no further details on its contents. The starting price for the tower was set to $1, and when contacted by <a href="http://www.thetechgame.com/News/sid=3459/durango-alpha-tower-arrives-on-ebay.html">The Tech Game</a>, SuperDae said: &#8220;All proceeds go to charity. And by charity, I mean my new car.&#8221;</p>

<p>A Twitter user with the same handle <a href="https://twitter.com/superDaE/status/233754001693343746/photo/1">tweeted images</a> of what he claimed to be <a href="http://www.theverge.com/2012/8/10/3232827/kinect-2-image-leak-detail-depth-rumor">Kinect for the Durango</a> over the weekend, although Microsoft did not officially confirm that they were legitimate.</p>

<p>According to <a href="http://www.kotaku.com.au/2012/08/someones-trying-to-sell-an-xbox-durango-development-kit-on-ebay/">Kotaku</a>, SuperDae is policing the bids for the supposed Durango Alpha Tower, saying, &#8220;I only expect people who know what it is to buy it. Otherwise you have no reason to bid.&#8221;</p>

<p>We have contacted Microsoft for comment and will update this story when more information is available.</p>

<p><strong>UPDATE: </strong>The Durango development kit was sold for $20,100. Earlier today the auction has six days to go, but the <a href="http://www.ebay.com/itm/ws/eBayISAPI.dll?ViewItem&amp;item=221100568971#ht_500wt_1133">status</a> of the auction switched to &#8220;sold&#8221; at 17:32 PDT after 43 bids had been placed.</p>

<p><em>Thanks </em><a href="http://www.theverge.com/users/Allegrotechie"><em>Allegrotechie</em></a><em>!</em></p>
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