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But it certainly felt like a big deal as I was playing. Which maybe is the point? There is health potions and such so maybe it is not all that big a deal. Maybe it does later? It just feels really weird in an MMO for it to not, as it sort of subconsciously delineates the world into checkpoint corridors. The other curious issue I ran into was how… health doesn’t regenerate. I can’t quite explain it better than that, but that feeling seeps into everything. You know how in WoW and Wildstar and GW2 when you get a movement speed buff and you can kind of keep the momentum going after it wears off by jumping? You can’t quite do that in Neverwinter. But movement in general just didn’t feel all that good. I very much enjoyed how each class seems to have their own unique movement mechanism: warlocks float at a sprint whereas rogues do a dodge-roll. The rest of my limited experience was spent seesawing between interest levels. All of this managed to evoke both D&D and a sense of physicality, the latter of which is otherwise conspicuously missing from combat itself. After passing a Dungeoneering check (which basically happens automatically), the bookcase opens up to reveal a treasure chest on the other side. For example, after killing an NPC in a cave complex, I noticed a sparkly skull over in a bookcase. There are “skill checks” of sorts when interacting with certain objects out in the world. Your “daily” power meter is a d20 that fills up over time. There were a lot of little D&D touches that I liked. It is sort of how I felt about Guild Wars 2, but worse. And sometimes they were just really hard to see. It is another crosshair-targeting game but I had a real hard time ascertaining that enemies really existed out in the world. Although I am on maximum settings, the world just feels… muddy, yet insubstantial. In my handful of hours of play, Neverwinter just strikes me as a game that is missing, oh, maybe $25 million in development.
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