OnLive: Will it beat consoles at their own game?

24.03.2009

Darren: no doubt, no doubt. I think the real tricks here -- besides the fat pipe hurdle -- will be getting the games and selling them at reasonable prices.

Sid: Yeah, which is a bit of a sticking point. OnLive is charging a subscription fee just to access the free demos, right? Then it's another charge to buy or rent a game...

Darren: Hey, I'm not so sure I agree with you about that whole subscription fee issue. I mean, you look at Xbox 360's Live service and you're dropping 60 bones annually -- and that's on top of the price you're paying for the console. Plus the overpriced hard drive -- you dig where I'm going with this, sucka?

Now, the guys at Rearden Labs are talking a good game. They say how they'll time out releases with regular window of when titles hit store shelves. But what they aren't saying are 1) how much this system will cost, 2) how much the monthly / annual fee will be, and 3) how much the actual retail titles will sell for? I mean will I ever see savings on a digital downloaded game in my lifetime? It's not like someone is printing up a manual or burning a disc for me to play this.

Sid: All excellent points -- the proof will be in the pricing. The game library is of some concern as well. We saw versions of Crysis and Burnout playing during the OnLive demo. But without system-seller mascots like Master Chief or Kratos, OnLive might struggle to form an identity. Playing high-end PC games at maximum settings with great performance is all well and good, but I can't say it's something I'd jump at.