Tuesday, June 22, 2010

OnLive is Live...Now What?

With very little fanfare last week, OnLive servers were switched on, and the age of cloud gaming had begun.

So far, the press hasn't covered much (i.e. reviewed) about the service -- followed by commenters flaming it -- which is a little disheartening.  The most recent news reveals OnLive's pricing model, which, to be honest, is a little off-putting.

Although the membership is free currently, a monthly subscription of $4.95 will eventually become standard.  On top of that, you will need to purchase your games -- currently at 19 titles -- which appear to be retail-priced.  Since the games exist on a server, if the game is no longer supported, you will not be able to play it any longer.  I'm curious if there is a refund if such an event occurs.

The biggest disappointment, at least for me, is that Crysis is noticeably missing from the list of launch titles.  The whole selling point of OnLive was that the one game that required insane hardware to run at full settings could run at full settings via the service.  Now, with the omission of Crysis from the lineup, the seed of doubt has been planted.  Not only that, but can anything run Crysis at full settings?!

Does OnLive have something up their sleeve?  When you consider the waves of excitement and criticism surrounding their announcement at GDC last year, the no-shows at both E3s, and a blip of a launch event last week, you have to wonder if they're approaching this like a viral campaign...in reverse.  It's absolutely puzzling.

Update: A review!  It actually looks pretty good, I must say.

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