"Creative and engaging!"
Having played in the open beta, and now in the CE (Collectors Edition) head start, I feel I can offer a basic review of the game.
Split into four level-based tiers, focusing player energy, then a sharp introduction into the game's true focus : smashing the enemy players' faction city into the dirt. This is not a grind-fest, leveling is brisk and rewarding, with new and varied abilities earned every level, and can be accomplished via exploration, PVP, objective capturing all add towards the players' progression.
With concepts such as town, keep and fort capture, guild leveling, renown ranks (pvp-level) and their tangible benefits (more abilities, item sets, upgrades) promotes variety, teamwork and perhaps most importantly: a sense of purpose. The max level players performance will trickle benefits down to the the lower tiers. Likewise, player performance in the lower tiers adds more versatility to higher ranked players, giving them the flexibility needed to crush the opposition, and open the enemy city.
It should be noted that the enemy city, as the name implies, is a zone full of PLAYERS. You will actually have the opportunity to ransack them, destroy their buildings, and should your faction prove skilled enough, kill the enemy King. City sieges are the ultimate end-game, with interspersed pve max level raid-sized dungeons, pvp objectives, and of course, the finale of the King fight, there is something for all creeds.
Classes are varied and creative, with classes like "Warrior Priest" and "Goblin Shaman" whose mechanics - far detached from mana-micromanagement - give a dynamic new outlook on classes anything but generic.
Notable of all, the Public Quests. I'll leave it for you to discover why :)
My only real criticism is the Chaos Chosen (think evil paladins)and their auras, but that's probably because they kill me lots :(