OnLive’s CloudLift Comes to Wikipad, and They’re Passing the Savings Along to You

OnLive’s CloudLift Comes to Wikipad, and They’re Passing the Savings Along to You

Jul 2, 2014

OnLive’s CloudLift service, which brings selected Steam games from users’ existing libraries to Android tablets via OnLive for a monthly fee, is coming to the Wikipad, the Android tablet with gamepad attachment. With this joining of forces comes a series of bargains.

First, CloudLift is now $7.99 a month, down from $14.99.

Second, Wikipad is going on sale for $159 with free shipping, with a free month of OnLive’s PlayPack and CloudLift. Just use the promo code E3WIKIPAD to get the discounts.

OnLive Brings 60 FPS Cloud-Based Gaming to the Mad Catz MOJO Microconsole

OnLive Brings 60 FPS Cloud-Based Gaming to the Mad Catz MOJO Microconsole

Jun 4, 2014

Mad Catz and OnLive have teamed up to bring the game streaming service to the MOJO microconsole. Yes, OnLive already ran on Android, but the big difference here is that OnLive on the MOJO will support a maximum resolution of 720p with 60 frames per second video, which is capped on true mobile devices due to bandwidth limits. Check out video of DIRT 2, available via the CloudLift service, running on the MOJO below.

OnLive is Still Alive, Announces New CloudLift Service to Play Selected Already-Owned Steam Games Anywhere

OnLive is Still Alive, Announces New CloudLift Service to Play Selected Already-Owned Steam Games Anywhere

Mar 6, 2014

Thought OnLive was dead? Far from it. They’re still kicking, and have announced a new service called CloudLift. What this does is to allow players to play selected games that they already own on Steam through OnLive for a $14.99 per month subscription. Right now, the selection includes 20 PC titles from Warner Bros., Deep Silver, and a few indie developers. As well, Second Life has its own Android app that is powered by OnLive called SL Go, which is available now. CloudLift is available now with a 7-day trial through any OnLive client, including the Android app.

How to Sideload Apps on to the Ouya

How to Sideload Apps on to the Ouya

Jul 2, 2013

The Ouya released rather recently, and there’s been complaints about the lack of content on there: there’s hundreds of games and a selection of non-game apps right now, but there are plenty of notable omissions. Of course, half the fun of the Ouya is that it’s an open Android device, and getting apps that aren’t yet on the Ouya store to your console is a breeze. Here’s how to sideload apps on to the Ouya.

How to Sideload

The Ouya interface doesn’t make it immediately clear how to install your own apps. Your best bet is to install a file manager and then install apps from there. Do just that. Go to the Ouya’s Make menu, and go to Software. Open up the browser. Now, download Astro v3 from Metago’s web page. Back out to the main menu and go to Manage, System, Advanced, which takes you to the default Android settings. From here, open Storage, Downloads. Install Astro. It will now be listed next to the browser in the Make/Software menu.


Copy the apps to your Ouya by plugging it in to your computer and copying them anywhere, though I recommend creating an Apps folder. You can copy while the system is on and in use. Now open up Astro, and using the touchpad on the Ouya controller, choose Manage My Files. Go to the folder with the app you want to install and chose Install. Follow the dialogue to install the app. Assuming that it’s a non Ouya-optimized one, it will appear in the Make/Software menu. Now just launch the app, and you’re good to go.


The easiest way to get APKs for yourself is to back the app up using a file manager. Astro has the ability to back up apps to APKs, as does File Expert. Both apps have Backup Apps options on their main screens. Get the APK files they create off of your device and on to your Ouya!


Apps that aren’t optimized for the Ouya’s controls and settings will be hit or miss. Here’s a few apps I tried from across the spectrum that show the postives and drawbacks of sideloading on Ouya.

MLB At Bat: Works normally! The d-pad works for some actions, and video playback is not as high-quality as it could be, but the app works perfectly well with the Ouya.

Netflix: The app runs, and video can be watched, but only if an advanced setting to kill all processes as they are quit is disabled. The Ouya has this setting enabled so that background processes don’t slow down game performance. Short answer: until an Ouya-optimized version is released, no Netflix for you. You’ll just have to play it on one of the dozen other devices you own that can play back Netflix.

OnLive: The streaming game service is still alive! And it works great on Ouya despite not being there at launch. The only issue that arises is that because the Ouya controller lacks the standard Start/Select buttons of most HID controllers (which the Ouya controller seems to work as) that some controls in some games will not work.

Metal Slug 3: These faulty controls rear their ugly head here. Try continuing when running out of lives while using the Ouya controller. You can’t. Thankfully Xbox controllers work with the Ouya, but this does limit what the Ouya controller can do.

While sideloading is an imperfect experience, there’s still plenty of unofficial functionality that can be added to the Ouya if you’re clever. Sideload away, and let us know if you find anything that works particularly well!

OnLive is Dead, Long Live OnLive

OnLive is Dead, Long Live OnLive

Aug 20, 2012

On Friday August 17th, the future of OnLive was so murky, that even Schrodinger himself was confused as to what was going on. Reports had surfaced that OnLive was shutting down, or was staying open, and that the employees were fired, or were going to be rehired. Basically, it was one giant confusing mess. Here’s the seeming fallout:

OnLive as it stands will continue to exist. This includes both the gaming service and OnLive Desktop. There should be no service interruptions. However, the assets are being sold to a new investor that will take charge of the company, and all the employees have been laid off, and their stock devalued. However, some employees will be brought in to the new company, which will still be OnLive, either as re-hires or as consultants with potential for stock options.

It does seem that as OnLive transitions, product upgrades may be delayed or shuttered entirely. So for those waiting on the ability to run their own applications on OnLive Desktop‘s upcoming $9.99 per month plan, keep waiting.

Actually, there’s a good chance that no one at all is waiting, because part of the reason for OnLive’s financial troubles has been a lack of users, seemingly only 1600 regular users, with 8000 total servers available, which is not a combination for profitability.

OnLive is still running sales, their promotions to preorder new games, and giveaways such as Zeno Clash and SpaceChem in recent weeks, but as to how long they will keep going? Who knows. With competitor Gaikai having been bought out recently for a huge sum by Sony, it stands to reason that with OnLive’s technology already deployed at a consumer level, there could be brighter financial days ahead if the new ownership can right things. But what that will mean for those that have bought games on OnLive in the long term is still sketchy.

But for now, while there’s plenty of behind-the-scenes turmoil, there’s still games to be played and computers to be used through OnLive’s Android apps.

OnLive Desktop Makes the Jump to Android

OnLive Desktop Makes the Jump to Android

Mar 2, 2012

OnLive has brought their previously-iPad-only remote desktop service OnLive Desktop to Android. Similar to the iPad version, this lets Android tablets connect to a Windows-powered desktop replete with Microsoft Office application like Word, Excel, and PowerPoint available. As well, there’s the option to subscribe to OnLive Desktop Plus to gain access to a Flash-powered web browser. This works basically identical to the iPad version, with the difference being that it supports a 1280×720 widescreen resolution. Otherwise, it works similarly, with the same access to files when logged in from any other platform.

While having access to a Flash-based browser is less of a concern on Android where mobile Flash is still available, there are two potential applications. One, the browser streaming is fast enough watching Flash video – including free Hulu. They still haven’t caught on to OnLive Desktop. It also appears to be based in LA, based on the KABC logo that appears on Hulu videos. MLB.TV subscriber who’s not a fan of a team in the LA blackout area? Here’s a solution! Second, with mobile Flash development ended, this may be a superior long-term option for those users.

The widescreen resolution does help to make the keyboard a little bit more usable, but it’s still a lot better with an external keyboard. This may be better as a remote dekstop solution than the iPad, because of one great thing: mouse support. While hovering over items and right-clicking doesn’t entirely work perfectly just because of the fact that it is emulating touch, not operating as an actual mouse, but it still helps out greatly when trying to operate a desktop computer on a tablet. Grab a USB host cable, a travel-size mouse, and an external keyboard, and here’s a potential laptop replacement.

Otherwise, my 148Apps review covers all the ups and downs about the Plus service. Buying the service can still only be done via the website, and the Pro service that allows for user apps to be installed is still yet unavailable, and subscriptions must be signed up for through the website, not anywhere in the app at all. OnLive Desktop is now available from the Android Market.

The Hills Are Greener: Why Android Has OnLive and iOS Doesn’t.

The Hills Are Greener: Why Android Has OnLive and iOS Doesn’t.

Dec 26, 2011

So, here we are, two weeks later, and OnLive is still only on Android. It was announced to be released for iOS along with the Android version, but no real reason has been given as to the delay of the iOS version, beyond that Apple is still examining it for approval.

Without firsthand knowledge of the process, I can only assume that Apple is not likely to approve it because it will not fit their policies. See, OnLive’s client is all cloud-based; even the interface and menus to choose games are streamed from their servers. This also means that buying new games comes from operations occuring on their servers.

Apple likely has two problems with this. First is the fact that the OnLive could feature content that they themselves did not specifically approve; this may have been the ultimate issue with Big Fish’s subscription app that was available for a short while on the App Store before being pulled. The second, and more telling issue, is that Apple would not get their cut. See, Apple policies are as such where apps can now no longer sell content inside of an app unless they go through Apple’s in-app payment service, and Apple takes their 30% cut. For virtual currency, developers and publishers are willing to give to Caesar what is Caesar’s, but for sellers of subscription and physical goods, this is too large of a cut to surrender to Apple. As such, apps can now offer access to purchased content from outside the app, but they cannot specifically sell it inside the app. Kindle can’t sell books from within the app; Netflix can’t sell subscriptions from within their app. Likely, the issue here is that Apple doesn’t want to let OnLive sell games without them taking their pound of flesh.

Frankly, this is bunk. This is anti-consumer policy at its worst. This only benefits Apple, as this is holding up an app that many iPad owners would likely use, and one that Android owners are already getting to use, solely because of Apple’s policies. Presumably. This reasoning makes too much sense to not be true. The technology likely isn’t an issue; it’s largely just streaming video with occasional touch elements, with support for on-screen controls as well as an external wireless gamepad. Apple just wants control, and to make extra pennies off of anyone trying to do business on their store, not to provide the best experience to the user in this case.

The likely solution, if payment processing is an issue, would likely be that the iOS version of OnLive would only allow access to already-purchased games and trials of them. This would be a degraded user experience, especially compared to the fully-functional Android version (which supports Xbox controllers on devices with USB host functionality), for what are likely reasons only relating to Apple’s ham-handed control of the App Store.

Of course, I could be completely wrong and there was some other issue that kept it from being approved alongside the Android version. But this stinks of Apple’s anti-consumer App Store policies. It’s times like this when I truly appreciate the openness of Android – services can be free to operate properly without any interference from Google. It has its drawbacks at times, but it is times like these when it is a great strength. OnLive on, Androids!

OnLive Android Client Updated with Xperia Play Support

OnLive Android Client Updated with Xperia Play Support

Dec 23, 2011

With OnLive now on Android, one of the biggest concerns besides lag has naturally been the lack of physical controls to control games that are controlled by keyboards and gamepads. While the OnLive Gaming Controller naturally serves as a useful tool for making this a non-issue, it does harm the portability factor. However, there is one phone that does mix portability with physical controls – the Xperia Play. Now, OnLive officially supports the Xperia Play and its physical controls for playing games on the service. While the full range of support is unknown, if all games will be playable on the Xperia Play or if just certain Android or Xperia optimized games will work.

However, this should prove to be a useful application of the Xperia Play; part of its appeal has been to bring gameplay closer to ‘traditional’ gaming systems to mobile phones, and now console and PC games are playable directly on the device. It will also work with Super Street Fighter IV Arcade Edition, which just recently launched on the service; while latency will be an issue in particular with this game, the fact that the full version will be playable on phones is still impressive. The update with Xperia Play support is rolling out to the Android Market now.

OnLive Client Now Available on Android

OnLive Client Now Available on Android

Dec 8, 2011

The dream of playing OnLive on an Android device is now a reality. OnLive has finally released a client application for Android that allows players to play OnLive games on their phone or tablet. By either signing in to their OnLive account or signing up for a new one, users pull up the OnLive interface. This is the first experience with remote OnLive play, as the games menu is remotely accessed, and players can get a feel for the visual quality and latency they will experience.
It is clear that a speedy connection with low latency is required, as even navigating menus on a sub-optimal connection runs into problems. However, users who can run it properly will find that there are a variety of games to play right off the bat, in both trial form and in purchasable full versions.
Some games have been optimized for the touchscreen, utilizing either virtual controls specialized for the game, or either by using actual direct input on the touchscreen. Note that due to the latency that OnLive has, with virtual sticks not optimized for the games, the experience is far from perfect, although having a faster connection with less latency will improve the video quality and control.
Right now, not all games are compatible, but this is only due to some games needing a controller. All games will be playable with the OnLive Bluetooth controller when it releases for $49.99. This has major potential to expand OnLive, as tablets and phones are extremely portable, and this could allow fans of console and PC-style gaming to enjoy it on the go. In fact, OnLive is partnering with AT&T to make the service work well on 4G LTE. With the ability to also play on TVs through many tablets’ HDMI outputs, this could also serve as a device similar to the OnLive Console. As well, by being available on a device many people already have, this may mean a wider audience willing to experiment with OnLive. The OnLive Client app is now available from the Android Market.

OnLive Coming to Android Tablets This Fall

OnLive Coming to Android Tablets This Fall

Jun 15, 2011

Cloud-based gaming is coming to Android tablets this fall, as OnLive is planning to release an OnLive Player App for iPad and Android tablets. OnLive is the cloud-based gaming service that allows for the playing of PC games that are being run on OnLive’s remote computers, instead of on the device itself. While OnLive has been supported through PCs and their OnLive MicroConsole for TV and monitor output. As well, OnLive has dabbled into the world of tablets before, with the OnLive Viewer app for iPad, although this has only been used for viewing games being played; actually playing the games has not yet been supported.

The games appear to not support on-screen controls, which may be for the best, considering that the games are built for actual physical controls. Instead, they’ll support OnLive’s Universal Wireless Controller, which connects to devices via either USB or Bluetooth, the latter being how the tablet controls will likely work. The apps will also support display output, so that the tablets can act similarly to the MicroConsole. This controller could theoretically be used wherever OnLive is available, so users could pack up their controller and play their games wherever they have OnLive access.

The apps are theoretically not going to be available for smaller Android phones; this is likely because playing a console game on a small 4-inch screen does not sound like it would work very well. Of course, the possibility exists that the talented Android hacking community ocould finagle up a way to make it work on phones, if at all possible. The iPad app will also support a remote web browser with Flash; Android tablets naturally can just run Flash in any web browser. There’s no word on the cost, if any, of the app, or if there will be any subscription fees or any fees for using the tablet apps. The apps are scheduled for release later this year.

Source: Pocket Gamer