Posts Tagged ‘OnLive’

OnLive Two Days From Launch


The cloud-gaming service OnLive has reminded the world that it will launch on June 17th, and it seems that a limited bunch of sign-ups via this page will get their first year subscription for free. Not a bad loader. And worth a punt, if you live in North America, eh? Any of you lot planning to sign up even if you have to pay? I’d love to know how it performs in the wild…

I’ve posted the full press release below so you can see the full range of games and stuff.
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OnLive Launches June 17th


The OnLive “Games On Demand” service will launch in the US on June 17th for Mac and PC, and it will cost $15/month. Remind yourself why this is a big deal by revisiting last year’s announcement.

Launch titles for the streamed-games service include Assassin’s Creed II, Metro 2033 and Prince of Persia: The Forgotten Sands. Which kind of makes sense, because you really will have to be “always on” connected if you want to play the games. There’s a demo of it going on at GDC right now, and tweeters in the audience are saying it looks “amazing”. Apparently it needs 1.5mbps. What’s the latency like? We just won’t know, I suspect, until it goes live.

OnLive: The End Of Games Platforms?


At the last GDC the industry big brains were sat around telling us how games would one day be remotely rendered on big computing clusters and then streamed to our TVs. The big unveil at this year’s GDC has proved them to be correct. Maybe. OnLive is a service on which you use superfast broadband (1.5mbps minimum) to play games on a remote server. You just plug it in to any “entry level” PC or Mac, or hook it up to your TV, and play. It doesn’t matter if you don’t have the latest 3D card: because the remote server does the rendering and streams the result to you. That’s the theory anyway, and it’s a theory a bunch of big name publishers have signed up to. Watch the OnLive spokesman Steve Perlman make his big claims after the jump.

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