OnLive Mark 2.
What, precisely, changed between then and now? I understand Amazon have a shed-ton of spare server capacity so that covers their server costs (I doubt they are putting GPUs into all of them, however), but what about the latency, quality, dependency on a third-party, renting model, etc. concerns that killed OnLive?
Renting and streaming games works great for... well... no-one. Casual gamers will suffer the latency but not the ongoing cost, and more experienced gamers will happily pay twice as much but won't suffer the latency one bit. Who's it aimed at?
If you threw it in with Amazon Prime, still it would be only casual gamers playing and they won't spend much at all so you won't make money on it. If you charge separately, you have to work out cheaper than buying the game and "owning" forever, and the cost of potentially losing the whole account if you go through a rough-patch and can't afford the monthly fee.
I don't see the target audience.