Indeed he did -- three years ago, Bentley quit his "architect" job at outsourcing firm LiveOps (where he built software) for OnLive, after seeing parent company Rearden Labs' Mova motion capture technology. And now? Now he's busy helping manage the launch and continued growth of OnLive. He's also busy trying to convince us of the service's promise in the coming months and years.
To begin to answer just how OnLive might "change the world," Bentley and company head Steve Perlman pointed to the immediacy of the service. "It's really about delivering the best games to the consumer on an instant basis. One of the unique things about our service that's really not available on any other service is the idea of rentals. GameStop's closed, Blockbuster's closed, it's the middle of the night and you wanna play something," Perlman explained. "That instant 'I wanna do that now' is what we're really gonna bring to the market that no one else is doing."
Who is it for, then? "One example, one of our beta users, was trying Just Cause 2, which is a DX10 game [DirectX 10]. And he says, 'Oh, this is awesome, because I want to try it but I don't have DX10 installed yet.'" And the same can be said for us. When we tested DirectX 11-enabled Dirt 2 on our paltry little MacBook (which, as you might imagine, has no form of DX anything running on it), the game looked great and ran smoothly.
"You can't render this in real time on a standard console. So this is the reason OnLive really exists."- Joe Bentley
That said, outside of PC and Mac gamers who don't want to upgrade their rigs every few months, OnLive will be targeting console gamers with its "Microconsole" go-between by the end of this year (the Microconsole isn't so much a traditional gaming console so much as it's a hardware liaison between your TV and OnLive's service). The company would of course prefer that release to be sooner than later, but is first focusing on service stability and producing enough Microconsoles ahead of launch.
"We'd like to get it out for some huge Christmas kinda thing, but we'll obviously we'll make a huge splash when we're ready ... we've got guys actually out in China right now talking to folks, getting us factories," Perlman assured us. Between now and then, the service will continue to grow its game library and user base, with plans to ramp up the scale of both as the service reaches what Perlman calls "cruising altitude."
When we pressed Bentley on using OnLive's service for non-gaming applications (imagine: FinalCut Pro or Adobe CS5), while noncommittal, he did confirm that it was a possibility. "I think you're gonna see other things ... we'll have other things to announce. It certainly is possible."
In fairness, what we saw of Mova was terrifyingly impressive, seemingly crossing the uncanny valley into "Holy crap! Are those human beings or computer games?" territory. Luckily for us, someone, somewhere is working with Mova for games. Though Bentley couldn't say much, when we pushed him on the subject, he laughed and responded, "Uhhhh ... ummm ... there's some people working on it." And though we may not see those games for quite some time, when we do, we'll be seeing the future.
- Key specs
- Reviews • 18
- Game format Optical disc, Downloadable
- Online features Multiplayer, Voice chat, Video chat, Store, Browser
- Drive capacity 250 GB
- Controller type Wired, Wireless
- Motion controls Accelerometer, Gyroscopic
- Video outputs HDMI (v1.3), RCA / composite
- Released 2012-09-25
Microsoft Xbox One