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The OnLive Microconsole Comparison Test: Shooters

Brett_new_profile
Thursday, November 18, 2010

PC players have been experimenting with the cloud-based streaming service OnLive since June, but soon console gamers will get to join in the action. On December 2, for $99, OnLive will send you a wireless controller, a voucher for any game on their service, and a microconsole slightly larger than a deck of playing cards that promises to deliver content at 1080p and 60fps on circuitry with less brainpower than your average smartphone.

But let's ignore the technical wizardry for a second and address the most pressing question for console junkies: Can games on the OnLive microconsole really compete with the beefier Xbox 360 and PlayStation 3?

OnLive provided us with a device to find out. I figured the best test would be to compare console gaming's most popular genre: the shooter. If OnLive can deliver a faithful shooter experience, then it can do anything, right? So I picked two shooters currently available on the service, Borderlands and Unreal Tournament 3, and slipped on my lab coat.

Who comes out on top? Let the OnLive Microconsole Comparison Test begin!

 

Round 1: Borderlands (OnLive vs. 360)

In the interest of fairness, I started up a new game on each console. The OnLive game loaded considerably faster -- not surprising considering it's basically running off a server rack of super-powered PCs. But I did encounter a few technical glitches getting to the title screen: An error message initially prevented me from signing into the service altogether (fixed by restarting), and my controller desynced twice while trying to purchase the game. In fact, this desyncronization issue plagued my entire microconsole experience. I talked to another journalist with the device, and he didn't have any issues, so it could be just my particular setup. Still, it's worrying.

Graphically, the 720p microconsole upscaled over HDMI (full 1080p will be available soon) matched up handsomely against the 1080p 360 over component, arguably even besting it. I did have one minor networking problem that locked my character in a downward-pointing spin for a couple of seconds -- not a major problem in a single-player or cooperative game, but death in competition.

As for the controls themselves, they held their own against the 360's. The controller is the blatant fusion of the 360 and PS3's pads, with the buttons and triggers/buttons of the 360 -- even down to the lettering -- and the d-pad and analog sticks of the PS3. It instantly feels comfortable and familiar in your hands. The analog sticks are particularly divine, merging what I like about the PS3's sticks (horizontal alignment) with what I like about the 360's (concave pads).

But that comfort doesn't translate onscreen. The games on OnLive's service are PC ports, refined for keyboard and mouse, and it shows. Movements feel jittery and overprecise, even with the sensitivity turned down. Sighted weapons in Borderlands were noticeably harder to aim than on the 360, and I couldn't crank out headshots with the same reckless ease -- and that was with aim assist on.

Advantage: 360


Round 2: Unreal Tournament 3 (OnLive vs. PS3)

Next, I moved to Epic's arena shooter, Unreal Tournament 3. I slipped in the PS3 disc, booted it up...and waited through a 93MB mandatory update. Then I tapped my foot through a 100MB mandatory install. It was five minutes before I could start a game.

The OnLive version, on the other hand, brought up the title screen in a matter of seconds. (Impatient console gamers will love OnLive: While load times do still exist, they are markedly reduced compared to what we've grown accustomed to in the disc-based era.)

I chose UT3 because I wanted to experience one of gaming's forbidden fruits: PC/console cross-network play. Since the OnLive platform exists in the cloud, where all of the servers are uniform, the end device you're playing on doesn't matter. PC users can snipe Mac users; Mac users can frag console users; and the keyboard/mouse vs. controller debate can finally be settled for good.

Except I couldn't find any active UT3 servers on a Wednesday afternoon. Oops.

Still, I could get a similar experience playing against bots. I set up identical matches on the PS3 and OnLive. As with Borderlands, I experienced controller issues with the OnLive version. My controller would occasionally desync for a moment, and the overall feel of my movements felt like they were suited more for a keyboard and mouse.

(The microconsole does allow for keyboard/mouse control, by the way. I tried it out and immediately wiped the floor with the bots, going 20-1 -- my only death at the hands of a Redeemer nuclear missile that cleaned out half the map.)

So unless you're a PC user looking for some easy kills, opt out of cross-platform play whenever you can. Unfortunately, developers need to code input device recognition into their OnLive games, which means that without a patch, existing competitive shooters on the service will mercilessly toss you in with PC gamers.

Advantage: PS3


Final Verdict:

At $99, OnLive's microconsole is a great value for families on a budget this holiday season. But if you're a hardcore console player who already owns a PS3 or 360 -- or both -- there's no compelling reason to buy a microconsole at the moment.

Do note that "at the moment" though. I have no doubt that OnLive portends the future of gaming. With a flat-rate service promising legacy titles and indie games at a single monthly rate, and with regular improvements to the technology occurring on the server side, the OnLive pot will only get sweeter. Six months from now may yield an entirely different article.

For now, I absolutely recommend PC and Mac players download the client and take some of the demos for a spin. Console gamers, wait patiently a little bit longer. Your future is coming.

 
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Comments (11)
Twitpic
November 18, 2010

OnLive is very impressive technology, there's no doubt about it. I'm going to stick with the PC client, though, like you recommended. Thanks for the info!

Robsavillo
November 18, 2010

I'm still concerned about the ownership model that OnLive introduces. In addition to the monthly subscription fee, you still have to pay full retail price for the games, and if you cancel your account, you lose access to all the content you've purchased.

In a way, adopters would be compelled to keep an account open and continue to pay a subscription fee or risk throwing the entirety of their investment down the toilet. The further into OnLive you go, the larger that investment and closing your account then looks even less attractive.

How could this model possibly be of any long-term value to the consumer?

Jayhenningsen
November 18, 2010

I agree Rob. Imagine, however, if Steam offered this service, and when you purchased a game on Steam, you got access to it both on the microconsole AND on PC much like Steamplay worked for Mac titles. THAT would be a winner.

Robsavillo
November 18, 2010

Joystiq [url=http://www.joystiq.com/2010/11/18/onlive-microconsole-review/]mentions[/url] controller sync issues, too:

[quote]The only problem I had with the hardware related to the controller and its connection with the console. I had several incidents of the controller losing sync for no reason, requiring me to remove and re-attach the battery and, on multiple occasions after being idle for too long and getting signed out, I found that I could neither get the controller to re-sync or even turn the console off manually. It required disconnecting the power supply entirely. This is hopefully a firmware kink that needs ironing out, because it's rather frustrating, and repeatable.[/quote]

Shoe_headshot_-_square
November 18, 2010

Poor Onlive microconsole. Though that's a good point...for that price, it's cheap entry into most modern games! Way cheap.

Img_1019
November 18, 2010

There is no longer a monthly subscription fee.

Me04
November 18, 2010

Just like Rob, I'm utterly unconvinced by OnLive in its current form, purely from a pro-consumer standpoint. I feel many people are too willing to bend over and give up their rights for a small convenience.

I even had a piece published on the front page back in July (shameless plug) that highlights the murkier sides of such services: http://bitmob.com/articles/the-murky-side-of-games-as-services

That said, I have no doubt that the cloud and gaming are things that are going to get closer and closer, but I feel that running most of the games we like to play straight off of the server -- and solely off the server -- isn't the way forward.

Are there cool applications for the technology? Yes. Demos, E3 previews for people at home and, when our machines can handle it, a P2P-style service that enables some of the service's cooler "spectator" features would be ace. Imagine being able to beam your gameplay on your Xbox 360 to other players on LIVE. That stuff is all cool.

As the sole option of playing games in the future, though? Naah. OnLive have come a long way with technology, but they can't ever beat the speed of light, which means that some users who live in more remote areas will suffer levels of latency from bad to terrible where it isn't commercially viable for OnLive to have a local server.

However, I picture the games as services more as a compliment to what we have, not a replacement. Uploading saves to the cloud, sharing and trading items or whatever (ala Pokémon), downloading games we've bought wherever and whenever, and combining this with an optional way to play like OnLive is the future.

Games as services should be about choice. Do we play on our local machine for the unrivalled experience, or do we stream from a server, or from our upstairs PC and into the living room? OnLive is currently only one piece of the puzzle, and I don't expect to see the full potential of the service until someone buys them up and integrates them into their current offering.

Robsavillo
November 18, 2010

Ah, I didn't realize that, Aaron. When did OnLive drop the fee?

That makes the non-ownership aspect much more bearable.

100media_imag0065
November 18, 2010

Yeah, Onlive dropped fees a few months ago. THey decided instead to make the membership free, like Steam. You just pay for the games. Soon they are going to announce a new type of membership for people who want it. It will be a paid membership, but you get access to game at no extra cost (atleast this is what they hinted at). The free membership will still be there for people who don't want to pay for anything other than the games they want to play.

What I like about OnLive is the choices. Not only do they have a pretty decent selection of games right now, but you can play 30 to 60 minute demos for nearly all of them. Not only that, but you can choose to rent one for 3 or 5 days instead of outright buying it. That is a pretty neat offer. What I don't like about it is the graphical quality and control lag.

I am playing on a blazing fast connection on a super powerful PC (granted that really doesn't matter). Yet, games look like crap all of the time. My PC is capable of displaying full 1080p, yet still the games look like they are running in 480p. I don't know what else I can do to fix it. I already have the fast connection that I pay a ton for, and a gaming rig that I also payed a ton for, so I do not know why it looks like junk on my PC.

People may ask why I would even care if I already have a PC that can run all of these games without the help of OnLive. Well, I like the idea of renting PC games. Plus, I can bring my small netbook around with me when I am not home and continue playing my OnLive games from anywhere. That is just too awesome to pass up...If only they could make the video quality better.

Brett_new_profile
November 18, 2010

@Ed: I'm sure that will be fixed in time. My connection isn't blazing fast, but as you saw, it did the trick most of the time.

"Most of the time" being the key phrase. Until they can get it right all of the time for all people across this very vast country, cloud gaming won't be the dominant way to play games.

100media_imag0065
November 19, 2010

@ Brett. Yeah, maybe it has to do with the fact that I am not close to their servers. I live on the east coast, and for all I know I could be a few states away from one of their server houses. I have read about people in California who are getting great connections with great speed/picture. I wonder if that has something to do with it? If so, they need to ge their butts up and running to build more servers across the country.

They are obviously very well funded, they can do it.

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