In short…

Neverwinter is a free-to-play Italian MMORPG based on the classic paper role-playing game Dungeons & Dragons, which will immerse us in the classic setting of the Forgotten Realms.

As always, we will be able to create our character by choosing race and class, without forgetting the possibility of choosing his past history and the religious faith to be assigned to him. 
The combat system is very lively and is managed in real time by the player, without any sort of automation to break the rhythm. 
In the game there is an adventure editor, called Foundry , which will allow us to create our own customized adventures that can be played by everyone.

Neverwinter is an excellent MMORPG; it combines classic elements with others that are more original and fresh (like the combat system) accompanied by an evocative and evocative atmosphere, as well as by a highly respected graphic engine. 
If you’ve always been a fan of D&D, you can’t possibly miss it; otherwise a test is still required.


Full review

Dungeons & Dragons is certainly one of the most popular role-playing games, inspiring tens of thousands of different adventures that involve players from 1974 to the present. 
The background that he brings with him is vast and it is not surprising that, outside of his original pen and paper habitat, thousands of adaptations and titles inspired by D&D have been made available for computers (and consoles).

Neverwinter is the last title to be based on this universe; an MMORPG that, trying to remain as faithful as possible to its inspirational product, will allow us to immerse ourselves in the Forgotten Realms to live our adventures.

Races, classes and religions

As usual, the first fundamental task will be to create our character. 
The classes available are all based on rather standard archetypes and range from humans to different variants of elves, to then pass to orcs, dwarves and the demonic Tiefling. 
The customization is not very high since, apart from some peculiar and secondary aesthetic detail, all the classes have a rather similar humanoid aspect. 
Even the choice of the predominant feature of our character remains within the classical canons, allowing us to choose between the ever present strength, magic, dexterity and little else. 
It should be noted, however, that, as increasingly happens,particular care has been taken in the realization of the equipment which, although not comparable to the stylistic levels reached by other productions (Tera, for example), is however well done and differentiated for each class.

The possibility of forging non-incisive personality traits for the purposes of the game is welcome, but nevertheless useful for increasing immersiveness, such as the preferred background and divinity.

Who does it by itself, use the Foundry

Once the creation of our character is complete we will be free to dive into the beautiful world of the Forgotten Realms, beginning our epic story that will see us face quests, eradicate monsters and level up like in any other MMORPG. 
Unfortunately, the plot of the game, although present and in any case significantly more accurate than other titles, is not particularly exciting and does not completely involve the player. 
Even the missions themselves, in the long run, could come a bit boring since, in the end, they recycle predefined schemes for the duration of the game. 
Fortunately, to significantly increase the value of the game, there is a tool called Foundry.
Foundry is basically an editor that allows all players to try their hand at creating their own adventure, with their own dynamics, their own environment and their own characters. 
Needless to say, a feature of this kind multiplies the variety that can be obtained beyond doubt, not to mention longevity.

Each mission that we will face, among other things, will not be an end in itself, but will allow us to gain experience and improve ourselves, as if it were a section designed by the developers (see video below).

The new fashion is to make combos. Always

As in most recent MMORPGs, in which a sort of revolution seems to be underway to promote its “rejuvenation”, Neverwinter proposes a peculiar combat system, very marked by action and far from the mechanics that the classics of the genre have accustomed us to. 
The merits are always the same: while the hands are being bored, one is not bored, one actively participates in the battles and the result of them is no longer just a matter of mere statistics.

Neverwinter proposes a peculiar combat system, very marked by action and far from the mechanics that the classics of the genre have accustomed us to.

Attacking and using abilities are no longer automatic processes: to inflict the blows we will first have to target the targets in real time, with the result that a successful attack (or one failed) will also be due to the skill of the player holding the mouse and keyboard.

Originality and personalization

The most original aspect of the game is undoubtedly the Foundry, an element that is not often found in MMORPGs. 
As written above, it is also noteworthy that the combat system is special and very funny.

Finally, it is worth mentioning the possibility of customizing secondary parameters of our character, such as the religion professed and past history.

Graphics and sound

Wandering through the world of Neverwinter always has its charm, especially if the settings of Dunegons & Dragons have a dedicated niche in your heart.

At a strictly technical examination, Neverwinter is almost brutalized by decidedly better competitors from this point of view but, if on the “mathematical” side the game is not surprising, with good and never exalted polygonal details and counts, from the stylistic one the game of Cryptic Studios succeeds to compete head-on against most of their rivals. 

The setting is recreated with care, and the dark tones present will make the happiness of more than one player.


Neverwinter has all the credentials to entertain all D&D fans (and not only) for a long time. 

Beyond the mechanics and the good, but not surprising, missions, the real surprise of the game is represented by the Foundry that, unless you make dramatic steps backwards, should guarantee variety and fun for an indefinite amount of time. 

Leaving the possibility for users to “create the game itself” is always a good move, capable of making a contribution not just to the experience. 

On the other hand, D&D has always been a game where the adventures experienced were strictly personal and, in a sense, this Neverwinter is no exception.