Many people, ourselves included, have published articles calling into question announcements from Infinium Labs regarding their Phantom console. The previous business dealings of CEO, Tim Roberts, and the name of the console itself both seemed to conspire to call Infinium’s credibility into question. But when Kevin Bachus joined the company recently, directly from Microsoft Xbox division, even we had to consider that the company might be serious. This E3, Infinium proved that it is deadly serious by unveiling one of the most gorgeous pieces of hardware the console world has ever seen.
The Phantom console on show in Los Angeles this week looks nothing like the hideous clunky render that was being hawked around the industry some months ago. In its place is a sleek white console with the kind of design and construction that we might have expected from Apple if they had decided to launch an iPlay Console. The hardware is complemented by a keyboard and mouse-pad combination that is so elegant in design that this peripheral itself could justify the company’s existence. The keyboard hinges upwards from its base to create an area for the mouse to be used on, and the keyboard itself rotates within its bezel so that you can arrange it in the perfect ergonomic position for you. This solves the age-old problem of how to play mouse-control games in a recumbent or seated position.
The innovative hardware is backed by an audacious business plan that, if it succeeds, could revolutionise the games industry. Infinium plans to give away the hardware in the same way Sky gives away its set-top box. In order to qualify for a console, users must sign up to an on-demand gaming delivery service. While firm details were not revealed to us when we spoke to Infinium today, the company’s representatives spoke of a combination of subscription, pay-per-play and purchase-and-download models.
The potential success of this business model must strike fear into several sectors of the traditional games industry. Apart from retail, for whom this represents a similar threat to that posed by music downloads, publishers without IP – specifically PC budget publishers will be amongst the hardest hit. Not only will the download model rid them of their source of product – it will also enable games to be priced reactively across their lifespan – removing the traditional full-price/budget re-issue cycle. But ultimately, the download model could herald a reduction of the power of the big studios. Reducing the cost of marketing, production and distribution it is conceivable that development studios could self publish once again, should they choose to do so. At an E3 awash with indistinguishable hack and magic games, anything that stirs things up can only be a good thing.