Full Console Games on the iPad, Play Them Yourself in Fall

If by now you have not heard that full console games are going to be playable on the iPad (and Android tablets) through a certain cloud gaming service that processes games remotely while streaming video of the game to any compatible devices, then you have not been keen in your news-reading. If you don” onclick=”return TrackClick(”,’by+%3Ca+href%3D’)”t even know what that service is since it has been around for awhile in the tech world before the iPad demos, well I won” onclick=”return TrackClick(”,’by+%3Ca+href%3D’)”t go there… but its name is OnLive in case you need a refresher. I do have to say that OnLive manages to continue getting more exciting, as a demonstration of the upcoming OnLive player app running on an iPad proves.

When the app comes out in fall, most if not all of OnLive” onclick=”return TrackClick(”,’by+%3Ca+href%3D’)”s games will be playable through virtual controls or with a Bluetooth controller designed by the company. That brings a good variety of a constantly-expanding console/PC title selection to the iPad in one fell swoop. For hardware and more particularly storage space issues, most of these titles could not practically be natively brought to the iOS platform in its current state.

Since all OnLive does on the iPad side is play a video stream and present a user with controls, both generations should be able to use the app without a hitch.

In CNET” onclick=”return TrackClick(”,’by+%3Ca+href%3D’)”s brief time spent with the app, they had found that there was no noticeable lag once they really got into their session, which is a very impressive thing considering the number of factors in play, not counting yourself. (Bad joke.) Of course, as any users of the service are accustom to, games launch instantly and every title can be tried for as much as a player can get through in a half-hour.

Since OnLive already has good deals and does not typically add an up-charge for its cloud service, I can” onclick=”return TrackClick(”,’by+%3Ca+href%3D’)”t help but wonder if Apple will require its 30% cut of purchases made through apps. (That is, if Apple requires OnLive to utilize in-app purchases rather than the service” onclick=”return TrackClick(”,’by+%3Ca+href%3D’)”s marketplace payment options, then it would hold true.)

Watch CNET” onclick=”return TrackClick(”,’by+%3Ca+href%3D’)”s video of the app in-use below.

Gamers, is this something that you could see yourself paying (per game or through a PlayPass subscription) to use once it is released?