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Why did Neverwinter get a pass - On being the most linear, hub to hub, tug-a-long, faceroll, shallow themepark; when games like TERA get trashed for it? Small zones, follow the rails (paths) to the next hub, cut and paste dungeons, boss AI so predictable that my son's hamster could beat them... zero exploration value.. etc
I just got to max level, and while I noticed this obvious shallow linear experience very early, I felt compelled to at least get to max level before I made any reviews.
And how is this whack-a-mole game even remotely similar to Dungeon and Dragons? Its clearly more Diablo2 than anything D&D. Faceroll slaughtering AE groups of mobs and having loot spew out like loot pinatas and then scrambling to scoop up shinies on the ground? So did the developers just decide they needed to do the minimum to claim the powerful cloak of D&D? I think Gary Gygax would be ashamed - more likely, simply amused - to have his creation associated with this mess.
The Foundry has some good content, its the sole reason I enter the game each night (that and my 11 yr son plays - yes, his tastes in MMO are much less refined as mine).
I have my own theories on why Neverwinter gets a pass on this... but what are yours?