Many abilities can be used in creative ways, and have set conditions for interesting alternative uses. For example, rogues have an ability called Deft Strike, which teleports the rogue behind his target and deals a small amount of damage (think Shadowstep). However, Deft Strike can also be used to teleport to an ally unit if the rogue is stealthed at the time of casting. Neverwinter does a great job of creating opportunities for higher skill players to make interesting choices during every combat, rather than just slaughtering enemies and slamming the "OH SH-" buttons when they aggro too many. The game is fast-paced, and the quest tracker they use is excellently calibrated to help players seamlessly transition between objectives. Rather than just pointing you in the compass direction of your quest objective, they use what I refer to as the "Donnie Darko" approach, in which a beam of light extends from your chest, leading you towards your question objective, intelligently guiding you from zone to zone.
It's been over century since the Spellplague forever changed The Forgotten Realms. Now, explore the city that's been at the center of a thousand adventures: Neverwinter. Adapted from the real Dungeons and Dragon's ruleset, Neverwinter will feature action-oriented combat and storytelling unlike any other MMO. Take the world in your hands with the Foundry toolset and make your own tales. Make your mark in this legendary world.
One thing Neverwinter is able to brag about that most games don't have is the Foundry system. The Foundry is a tool for players to create their own adventures for other players to access and go through. By connecting maps, adding NPCs with dialogue, and having tons of potential quest objectives, players will be given the freedom to create their own standalone quests, or even multi-part campaigns. Players will have the ability to customize every aspect of their quests, from where enemy mobs are positioned and what tactics they use to what clothes quest NPCs wear. Though the creation tool was turned off during the beta weekend, a single Foundry quest was available, presumably to test the system. The quest took me on a poorly edited adventure from a well-hidden, cramped back alley of town to a burning building filled with maniacal if oblivious bandits ("Hey, is our base on fire?" "Yeah, but whatever, let's charge this halfling!") The Foundry is also a continuation of the Neverwinter Nights legacy, modeled after the Aurora engine of the earlier games. The first Neverwinter Nights games were great tools for GMs to design and create their own stories, and Neverwinter 2013 carries on that tradition into the MMO genre, a brilliant move that I predict will become very popular in future MMOs. Because the Foundry system has a built in feedback system, you can expect to see the best dungeons rise to the top. You should definitely keep an eye on this feature; it will likely be the lifeblood of the game's community during the inevitable long breaks between formal content releases. The Foundry is an exciting prospect of Neverwinter, but there is also a lot to be said for the pre-written PvE content in the game.
Neverwinter is modeled as free to play, and after a quick scan of the Zen Market, what the real money store has been dubbed, it seems to have avoided the deadly pay-to-win trap that so many other recent games have fallen victim to. Their store includes things such as mounts, travel companions (think SWTOR companions, but you can give them names and backstories to suit your needs), or dyes to color your armor. It also includes interesting items such as a Scroll of Mass Cure Serious Wounds, which will fully heal your entire party. Those scrolls are as close as Cryptic gets to a pay to win scenario, but they only go so far as to offer quick fixes, and the scrolls are definitely not a requirement to succeed.