For Steve Perlman’s OnLive, the moment of truth arrives this week. On June 17, just after the conclusion of the E3 convention in Los Angeles, the long-awaited cloud-based gaming service will finally go live for the initial influx of OnLive subscribers.
Originally announced at Game Developers Conference 2009, some have heralded the service as an industry game-changer -- gaming on a cloud means that data is bounced back and forth between a remote server and a user’s machine. High-powered data centers handle the brunt of a PC or Mac game's system requirements, and all a gamer needs to play high-end games is a good internet connection and a screen. It can theoretically reduce the hardware barrier, at the same time providing game makers a direct link to consumers.