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OnLive: Hands On With The Service And The System

Last week, new details about the price and availability of the OnLive microconsole came to light. With the system shipping out on December 2 for a reasonable $99, you may be wondering if it’s worth the minimal entry fee. I’ve been playing around with the microconsole for the past couple of weeks, and I’ve come to the conclusion that OnLive definitely has an audience, but there’s a good a chance it isn’t for you.

Let’s get the technical stuff out of the way first. If you’re skeptical that OnLive functions as promised, I understand the concern, but it works. The biggest barrier to entry is simply that it requires a wired, high-speed internet connection (a 3Mbps connection is required and 5+ is recommended). Assuming that’s taken care of, though, getting signed up is extremely easy. You can create an account at the OnLive website, and you don’t even have to attach a credit card to the account before you can hop on the console and begin playing trial versions of any game.

I tested the game at home on my Comcast 12 Mbps cable Internet setup. Almost every game that I tried on the service ran very smoothly and with no noticeable lag between controller input and the action happening on-screen. The least friendly title was also the most fast-paced -- the racing game Dirt 2 -- but it was hard to tell if the occasional hitches and slowdown were due to OnLive’s performance or a rough PC port. On the other hand, action titles that required fast reflexes -- such as Unreal Tournament III and Prince of Persia: The Forgotten Sands -- seemed to work perfectly. Graphics weren’t quite as sharp as on an Xbox 360 or PS3, but even on a 40-inch display, the difference was negligible.

The microconsole comes with a single fairly high-quality controller that struck me as kind of a mash-up of the Xbox 360 and PS3 pads. The two analog sticks are located in the middle, like on a PS3, but the shoulder buttons are of the nicer Xbox 360 variety, and the face buttons are labeled "A," "B," "X," and "Y" in the same layout as on a 360 controller. The one totally unique part about the OnLive controller is the bottom: a series of buttons for recording and playing back game clips, which highlight one of the elements that sets OnLive apart from the competition.

Like most modern gaming consoles, OnLive has a heavy focus on community, allowing for friends lists and sending messages. What’s new is that OnLive also allows you to take "Brag Clips" while you play -- brief videos showing off something you did in-game. At any point while playing a game on OnLive, you can tap the "record" button on the bottom of the controller, and it will instantly save a video of the last 10 seconds of gameplay, allowing you to hit the button after something cool has happened instead of needing to plan ahead. Brag clips are then automatically uploaded so other OnLive players can check out your accomplishments.

If seeing 10 seconds of another player’s game isn’t good enough, OnLive also features the Arena, where you can view anyone with a public account as they play a game live. You don’t need to own the games in question or pay anything, and you can even interact with the player by cheering or jeering them. It’s the kind of feature that I find really awesome, although I’m not sure the appeal is very wide. Call me a voyeur if you must, but I had a lot of fun checking out what random people were doing in Just Cause 2 or Splinter Cell: Conviction and then letting them know what I thought. Getting jeered when I made a stupid jump in Prince of Persia made my mistake all the more embarrassing.

Gamers aren’t going to purchase OnLive just for the chance to watch other players, though, and that’s where the situation starts getting trickier. Since OnLive’s games are streamed from their servers, you won’t be receiving any physical discs nor downloading data to your microconsole. Instead, you can select any game from OnLive’s current library of around 35 games and start playing within 10 seconds or so. Almost every game on the service will allow you to play free for 30 minutes.

Pricing for playing full games is one of OnLive’s biggest weaknesses right now. To purchase a “full PlayPass,” you’ll pay between $4.99 for indie titles and $49.99 for new releases. Since you’re paying for the PC version of the game, you’re paying $10 less than the $59.99 console norm, but that’s still too much with the restrictions that OnLive comes with. For one, you can only play the game when your Internet and the OnLive servers are both up and running. To be fair, OnLive CEO Steve Perlman tells me that they’ve had 100% uptime since their June launch, but that doesn’t guarantee that something won’t mess up in the future, and it certainly doesn’t help if your home network goes down during your free gaming afternoon.

Comments
  • I pretty much agree with everything. Well put together, Phil.

  • I'll keep an eye on this service. Once it improves, I'll consider it.

  • You can buy a used game at Gamestop and return it for a full refund within seven days. This thing rents you a game for five days at $9? I would rather put down a $35-$45 deposit and play it for seven days and get all my cash back in the end.
  • I love this article Phil, and I too agree it may be too far ahead of its time, which would be too bad because this is an awesome way for people who can't afford the expensive hardware upgrades on their PC for a cheap alternative.
  • The only problem I have with OnLive is the crappy video quality. It actually seems to be getting worse for us on the east coast, not better. I know a ton of people over here that were so excited for OnLive, yet since day one the video quality has been crap and hasn't gotten better.

    I have tested my internet speed, and it is way, way, way, way faster than what they recommend you have. And I am running it on my Asus Gaming Laptop that has a 1080p screen. Yet, even though my internet is blazing fast, the games still look like crap.

    A buddy of mine in college here in the East Coast was running OnLive off of the insanely fast connection in the Library over there. And still, it looked like junk. Yet people on the west coast tells us that it looks really good over there.

    This is a major problem for them. They are catering to only the people who live close to their headquarters, but the rest of us are suffering with substandard video and control lag. In order for them to succeed, they need to get their butts over here and build more servers because this service is going to live and die by it's quality. And no core gamer is going to spend the money on this service if they can get much better quality on a console for $10 more.
  • I think what defines the success of a new console is an exclusive killer-app. The reason I finally broke down and bought an Xbox despite a severe dislike of Microsoft was Halo. Now, the 360 is my most-played console. If OnLive can somehow secure a developer like Bungie willing to limit a must-have game to the new console, people will look past the hiccups and go for it.

  • In some ways I think the weaknesses of the "only digital gaming" idea are encapsulated in your article. Granted I'm one of those people who likes to keep huge libraries of stuff, so I'm a physical media partisan. I love many downloadable titles, but I'll never buy something current-gen as a download only if I can get the disc. Does saving a few centimeters of shelf space make it worth taking up the far more expensive digital space? Or having to re-download something after a system crash? Not for me. And with OnLive's "at least three years" hanging over your head, I can't see it worth being $50 for an old game with slightly worse graphics that may not be around for me to play later. Besides that, the whole thing just feels temporary. I can't describe it any better than that, but that's why I'll probably never be an OnLive client.
  • the only problem i have with onlive is the small amount of games. i really like calling my brother (who lives in NY and I live in MI) telling him to get on onlive so i can show him a game or just to show him something cool i just did. I feels like old times. I can play though a game story and he watch it play out.
  • Not only am I not interested...I hope this thing tanks! It's services like this one (and Redbox for games...which I also hope fails) that will kill gaming. For me, there is nothing quite like owning a game and a console, having the physical hardware and disc in-hand.
  • This looks like a good way to rent, I like the way they're doing that.  Otherwise, you're right.  It doesn't appeal to me.

  • If this thing becomes popular, which i doubt, then they'll likely make a motion controller for it. I just think the OnLive will be an utter failure, because the graphics aren't on par with the 360 and PS3, and most people who are considering this already have a PS3 and 360.

  • def a buy in the future if they improve

    would like to see movies,and music added

  • You had me interested until the gaming price point. $50 for old games that I don't get to keep or even have a copy of? No thanks.

    Nice article though.

  • I guess we'll just have to wait and see how it turns out but until then I'll just keep on enjoying what I already have.

  • Phil you're the man!

  • like the renting aspect, but the price is almost the same as the redbox(which is pretty much around every corner now!)

  • how will retailers make any money?  save businesses and make a deal with them some how

  • No 1st party games = a failed console. This thing will be dead by March next year.

  • Well said, Phil... Man, do I feel bankrupt.

  • I've been impressed and excited with the tech so far. But a big thing for me is the wired internet connection. I can only do wireless...

    But I'm still interested in this. It really does feel ahead of its time.

    I just hope it stick around. And can actually become big enough to be considered a giant. I'd love having "the fearsome four".

    NOTICE: I want to be credited as the guy that coined that term if they get big :)  

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