I can't really agree with this review much, if at all. Here's what I think (because, clearly, that's far more important!
).
Well.... in short : Unimpressed. Uninstalled. Too many other things that I'd rather spend time on (I'm so far behind atm, that I'm only just picking up Dishonored and Skyrim now!).
In long:
Intro
Overall, it isn't a bad game, it really isn't. It's just not for me. The gameplay is interesting, the action-y stuff is better implemented than GW (haven't played GW2, so can't comment there), and the combat is significantly more engaging than the facerolling, button-mashing of WoW and all the various clones thereof. The story is relatively interesting and the Foundry is the same as player-created content everywhere (i.e. nuggets of awesomeness buried in seas of trash). Unfortunately, I doubt that it'll be able to maintain that same level of immersiveness, I found the game overall to be fairly shallow, and I utterly despise the particular F2P model they've clearly built the game around.
Pro's
The action combat is more engaging than most other MMO's (Eve excluded). You can get a nice mix of abilities, twitch/reaction skills are helpful and you can avoid damage by the simple expedient of not being there when it arrives. Depending on your class, you can stack various combo's and effects to make yourself more powerful, meaning that there is going to be moderate differences in the quality of teammates based on the knowledge and experience of the player behind that character.
The world is good looking and the graphics are well up to Cryptic standards (although that could also be a Con, depending on your opinion of Cryptic graphics - I know their art style doesn't appeal to many). Still has the whole "most of the world is just pasted onto polygons" problem though. Most of the stuff is non-interactive fluff.
Fairly faithful to D&D and the Forgotten Realms as a whole (if you're a lore-buff who cares about such things). Although there are a few jarring disconnects here and there, it quite clearly picks up after NWN2 (sorry folks... looks like there will never be a NWN3 ).
Con's
a.k.a. the stuff I like to talk about because con's always play a bigger part in my gaming decisions than pro's - something I can't stand has much more power than something I want!
The game is based on 4th ed D&D and, as such, character creation is significantly less versatile. Each class has a "role" that it fulfils, and if you play anything but that role, you're going to be drastically less effective. Compared to WoW (where a mage could be pure DPS "flame" spec, control "ice" spec or utility "arcane" spec) you get "The Control Wizard". Who does crowd control. You can try for DPS, but you're basically gonna suck. Instead of allowing classes to choose their focus, they've implemented the various roles/kits as completely separate classes, hence we have the Guardian Fighter (tank) and the Great Weapon Fighter (DPS), so you can't even respec if you want to switch role. And they only have 5 classes - Guardian Fighter, Great Weapon Fighter, Trickster Rogue, Devoted Cleric and Control Wizard. Hope you like one of those roles, 'cause that's all there is for now. Shallow.
Some of the race selections are a bit... odd. They have Drow (for pre-orders, everyone else can purchase it in like 3 months) and Tieflings, but no Aasimar or Gnomes. Seriously... who leaves the gnomes out?! Shallow.
A lot of D&D's dungeoneering aspects have been watered down. Most traps are visible if you're paying attention. Who needs rogues/trapmonkeys. "Secret" areas show up on the map - you just need to find the lever that opens them. Who needs elves/dwarves. Non mission-specific loot has been watered down into 1-2 class-based nodes scattered throughout the dungeon. Who needs Spot / Search. When you run a dungeon, the only things you can interact with in any way are enemies (who drop coins and the occasional item), reward chests (after each boss/miniboss), the "puzzle" items (but since they're the only things you can use, it's more hide'nseek than puzzles) and your 1-2 class-specific supply nodes. And the "dungeons" are basically more like "corridors". Shallow.
Actually... I could point stuff out individually, but what my biggest problem comes down to is this : The game model is actively designed to make you play more and play more often. I'm OK with that, but it's also designed to punish you if you don't. This is the kind of game that I'd be quite prepared to play very casually (like, once a week, tops), dropping a bit of money on it every so often when something cool is in the store. But since playing like that will actively gimp me, I honestly can't be bothered to play at all.
From the crafting (where you have a certain number of slots and you can start a new project every few hours) to the in-game stores (where certain currencies require you to log on every day or you lose them), from the payment models (which either require you to pay significantly more than a normal sub, or to be logging on every day) to the quest system (many, many daily "activities"), it's absolutely clear that this is a game which tells you to play every day, for hours at a time. HTFU or GTFO.
I don't like my games to tell me when, where or how to play, so this game simply isn't for me. If you're OK with that, most of the major concerns I've got will go away (apart from normal issues that most MMO's have - which, if you want an MMO will be irrelevant anyway).
Conclusion
Neverwinter looks OK. Regardless of the action-y combat, it's still a pretty standard, WoW-style, MMO-grinder. If you're going to make it your main game, playing it every (or almost every) day for an hour or two, it might be alright. But given the relatively shallow aspects of the game, I can't see that it could sustain that level of play, and the design of the rest of the game actively penalises casual play. Neverwinter is not for me. Maybe it's for you. Give it a shot... it's F2P after all. If you enjoy it, drop some money on the devs and have a great time!