It's arguably the darkest outing in the Zelda series, and one that changes the formula in unique ways. Read our review!
The Legend of Zelda: Majora's Mask Review
We take Techland's best zombie outing to-date for a rooftops spin and love almost every minute of it!
Good Night, Good Luck, Great Game - Dying Light Review!
We chat with Blizzard's Justin Klinchuch about taking HotS from alpha to beta and beyond!
Heroes of the Storm Developer Interview
We take Visceral's cops and robbers spin on Battlefield for a run in multiplayer!
Hands-On with Battlefield: Hardline's Multiplayer!
Post by Dan @ 03:50pm 08/08/14 | 0 Comments
A lot of technical discussion on videogames centres around content and aesthetics -- the visual fidelity of the cinematics, the fluidity of animations, polycounts, framerates, narratives, character development, etc, etc. But despite being a vital part of any online multiplayer game, networking architecture doesn't tend to get much air time.

In part one we described what dedicated servers are, and their advantages over player-hosted, peer to peer alternatives. But not all dedicated servers are created equal, so going further this time, we explore the differences between closed and open server models used in multiplayer games. Read on for Part 2 - The Difference Between Closed and Open Server Models



dedicated serversausgamersgame server fervor





Latest Comments
No comments currently exist. Be the first to comment!
Commenting has been locked for this item.