Are Android-based portable game streaming devices a fad or the future?

Let's go See: Xbox Cloud Gaming, Nvidia Geforce Now, Xbox Again and Steam Link. That's all cloud streaming services, right? There's nothing missing. Link. That's all cloud streaming services , right? Nothing is missing.
Logitech
</figure><p>It's not every day that we see the attempt to birth an entirely new <em>category</em> of video game hardware. But it looks like that's what we're seeing this month with the announcement of the Logitech G Cloud and Razer Edge 5G portable gaming systems.</p>
<p>While these devices (and somewhat similar emulation-focused handhelds like the AYN Odin) have their differences, they share Qualcomm SnapDragon internals, an Android-based operating system, and hardware designs vaguely similar to Switch. And while these devices can natively run games designed for Android phones (for all that's worth), the main focus seems to be on delivering handheld versions of high-end games to console and PC via various game providers in cloud or home streaming options. /p>
<p>It's too early to tell how well these handhelds will serve their stated purpose, or what the real market demand is for dedicated handheld devices that primarily play games hosted on remote servers or platforms . Still, we can't help but compare and contrast this new hardware design trend with the last major (failed) attempt to create a new category of gaming hardware: the microconsole.</p>
Compare
<figure class=Do you remember Ouya? Enlarge / Remember Ouya?

If you weren't paying close attention to the video game market in the early 2010s, you might have totally missed the microconsole boom that swept through a specific corner of the industry. It all started in 2012 with the crowdfunding success of Ouya and spread from there as established brands like Sony, Nvidia, Mad Catz, Apple and Amazon all entered the market in some form. or another.

The pitch, in each case, was similar: why buy a $400 console when a $100-$200 microconsole could play "pretty good" versions of some of the same games on your TV for less upfront cost . The problem with this plot, it turns out, was largely with the part of "some of the same games".

The usual mix of microconsole software from years-old, rehashed legacy titles and a handful of indie ports hasn't really lured many gamers away from big-name exclusives and big-budget third-party experiences like PlayStation and Xbox (which also featured a huge range of indie gems). It turns out that the vast majority of players were willing to pay a little more upfront to have t...

Are Android-based portable game streaming devices a fad or the future?
Let's go See: Xbox Cloud Gaming, Nvidia Geforce Now, Xbox Again and Steam Link. That's all cloud streaming services, right? There's nothing missing. Link. That's all cloud streaming services , right? Nothing is missing.
Logitech
</figure><p>It's not every day that we see the attempt to birth an entirely new <em>category</em> of video game hardware. But it looks like that's what we're seeing this month with the announcement of the Logitech G Cloud and Razer Edge 5G portable gaming systems.</p>
<p>While these devices (and somewhat similar emulation-focused handhelds like the AYN Odin) have their differences, they share Qualcomm SnapDragon internals, an Android-based operating system, and hardware designs vaguely similar to Switch. And while these devices can natively run games designed for Android phones (for all that's worth), the main focus seems to be on delivering handheld versions of high-end games to console and PC via various game providers in cloud or home streaming options. /p>
<p>It's too early to tell how well these handhelds will serve their stated purpose, or what the real market demand is for dedicated handheld devices that primarily play games hosted on remote servers or platforms . Still, we can't help but compare and contrast this new hardware design trend with the last major (failed) attempt to create a new category of gaming hardware: the microconsole.</p>
Compare
<figure class=Do you remember Ouya? Enlarge / Remember Ouya?

If you weren't paying close attention to the video game market in the early 2010s, you might have totally missed the microconsole boom that swept through a specific corner of the industry. It all started in 2012 with the crowdfunding success of Ouya and spread from there as established brands like Sony, Nvidia, Mad Catz, Apple and Amazon all entered the market in some form. or another.

The pitch, in each case, was similar: why buy a $400 console when a $100-$200 microconsole could play "pretty good" versions of some of the same games on your TV for less upfront cost . The problem with this plot, it turns out, was largely with the part of "some of the same games".

The usual mix of microconsole software from years-old, rehashed legacy titles and a handful of indie ports hasn't really lured many gamers away from big-name exclusives and big-budget third-party experiences like PlayStation and Xbox (which also featured a huge range of indie gems). It turns out that the vast majority of players were willing to pay a little more upfront to have t...

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