Hacker News new | ask | show | jobs
by scrame 5075 days ago
I played through Arkham Asylum on the PC and Arkham City on the OnLive console, and found it ... adequate.

I tried the beta and it didn't even work, but went back when AA was 99 cents and was impressed that they were even able to make a reality. I pre-ordered AC because it came with the console for free, and it was pretty slick.

However, I subscribed to their "channel" and have been pretty disappointed, the games are mostly old or random indie titles that don't always fit the model, and a good number require a mouse/keyboard which you can make work with the console, but is much clunkier than the slick wireless controller (which is _very_ well done).

There are 2 problems: 1) Anything even smelling like a dropped connection boots you entirely out of the game, and can take a few minutes to get back in. This includes just pausing and walking away for 5-10 minutes.

2) The batman games worked because they have a slower, more deliberate input system, and auto-save constantly. Otherwise it just won't be able to keep up.

So, barring licensing, I just don't see it being able to play something that needs a good twitch response time, multi-player, or something that is hard to recover after an immediate drop. So, no diablo, CoD, real-time strategies, or MMOPRGs.

Without those titles, it won't be able to get a lot of traction.

Still, a really awesome technical achievement. The PC executeable is a couple of _megs_ and can then just stream anything, but a lot of gaming needs either fast response time (which you lose with the server round-trip), or the ability to just stop for a few minutes without losing everything you've got.

1 comments

MMOs have lots of potential actually. They are built to deal with lots of lag on input, and hide it well.
Right, except that the problem is the client drops and you have to jump through a ton of hoops to get back to the service, which terminates the connection as soon as you drop. Its not really an issue of 'lag' as it is 'not recovering'
Yes, but in the context of OnLive, connection drops aren't any more horrible than they would be on a regular MMO client. In fact, since the whole problem with MMOs is the distributed nature of them and unpredictable latency to the clients, services like OnLive that put many clients very close to one another in latency could actually improve MMO lag issues.