Neverwinter is Dungeons & Dragons (D&D) massively multiplayer online role-playing game, related but not part of the previous Neverwinter Nights series. Neverwinter has been released on open beta form and will be free-to-play with the option to buy upgrades.
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Neverwinter is one of the best free-to-play games this year, with its fluid combat, extensive amount of quests, and Foundry tool in which players can create their own adventures. Most importantly, premium points and items don't affect the game for those who choose to adventure on the free route. Role-playing fans owe themselves an extended journey to the world of Neverwinter.
Being this reliant on players to compensate for its lack of creativity isn’t exactly a point in Neverwinter’s favour. Giving them the power to do so, however, is. And that’s something other MMOs need to copy.
Even though Neverwinter doesn’t challenge MMO norms in terms of content structure, it delivers retail-quality gameplay, endless expandability with user-generated content, and a fantastic twist on crafting that had me obsessively checking my crafting queue for hours. With a pricetag of free, all you have to lose is your time...
Perhaps Neverwinter has more potential, perhaps it will grow beyond this, but games can only be reviewed on what they are, not what they might become, and for now the many user-forged forays into fantasy are, just like the rest of Neverwinter, mostly about going to a place, bashing heads in and grabbing swag.
You could say the same about Neverwinter in general, actually: there just isn't much substance here. After 40 hours or so, you've traveled the howling corridors of The Chasm, battled across Rothe Valley's autumnal meadows, and fought winter wolves atop Icespire Peak. It's a shame that the journey doesn't leave you more epic tales to tell.
I've enjoyed my Neverwinter experience quite a bit. As a fun of Dungeons and Dragons, the MMO plays pretty true to the tabletop. I'm surprised more classes weren't available at lunch -- I know there are people in my group that can't believe there...
Neverwinter is a polished, if uninspiring MMO. There's a welcome fluidity to combat, but it doesn't do anything innovative, taking the successes of Star Trek Online and implementing them in a D&D world, as well as borrowing from other post-World of...
Zohar Scourmont had a very long day. He had worked the murder of a Fernor commoner and arrested the kidnapper of the High Judge and helped saved her. He was weary to the bone and heading across a field on his way home. The sun was setting and the field...
But taken in small doses, it's a generally fun and free romp through one of fantasy's most beloved universes, and the player-generated Foundry missions occasionally yield more memorable moments than fantasy MMOs with massive budgets.
For a game that I thought might hold my attention for a weeks to a month I found my self firmly glued to my computer chair with that all to familiar needle in my vain, my IV bag pumping in that wonderful drug that can make the weekend pass in the blink of an eye that only a great MMORPG can provide.
Neverwinter 12Next »Somehow, I suspect that if you sneaked into the office where Neverwinter was developed, you’d be less likely to find a design document than a very, very big roll of free bubblewrap. Neverwinter is a free-to-play RPG that somehow...
Cryptic Studios and Perfect World are two companies not unfamiliar with developing massively multiplayer online role-playing games. Between the two of them, they've made more than a dozen different titles ranging from martial arts adventures to piloting...
Its damn hard to actually reach a conclusion about an MMO in only three weeks. Usually these games are designed to consume time, loads of it, and three weeks is enough to see something like 40% (at best). However, I like things that are close to...