As predictably as you like, the 4e backlash has began. People have picked their sides and the haters hate it and the lovers love it. Personally I think its a cracking bit of game design even if I don't agree with many of the design decisions.
When I picked this up I had no idea what to expect, I don't read spoilers for new games and prefer to be surprised with the outcome. As a result I knew nothing of just how much this Players Handbook was a departure for previous editions. Firstly this is only part of the story as the character classes featured in here cross three "power sources"- Martial, Arcane, and Divine. This rules out some well known classes (such as the Druid or Barbarian) who are expected to fit one of the Power Sources that will feature in a future Players Handbook. Its safe to say that this element was one of the ones that had me nearly hysterical when I started flicking through my new purchase.
As I began to read the "purist" in me began to rail against much of what I was taking in and its taken me a week to step back far enough from my initial shock factor to really begin to appreciate what the game is trying to do. Each class and race is balanced thoroughly against every other one and, although I'm not a fan of that sort of forced balance, its an impressive feat of game design. The one dimensionality of some other elements of the game system (particularly skill bonuses) rankled me somewhat but I've come to be a bit more relaxed about that.
What Wizards have done with 4e is to return it to its roots. As a game with a fantastic number of tactical combat options it excels, but it doesn't overwhelm. D&D is the biggest selling RPG in the world and as such should operate as an entry level game for new players, a feat the more complex 3e couldn't ever manage. By sacrificing a degree of realism and, yes, making the game somewhat reminiscent of MMORPG computer games they have made this Players Handbook a highly accessible game engine. In terms of cruch there are hundreds of items of equipment and magic items (scaled for use across multiple levels of play)and a new and different magic system split between the class powers of magic users and a new feature called Rituals (a great idea, but possibly a bit expensive to use in play). Creating characters is simple, flows, and is clear within the game rules. Options that are plainly not working may be traded in at a later time providing players an extra level of control over their characters and how they turn out.
This is not the D&D we grew up playing (but then for many of us neither was the 3rd Edition). So many Sacred Cows have been slaughtered in the making of this book that it will be a rare experienced player not caught by surprise by much of it. Complaints that it is simpler are absolutely on the nose, and I'm sure Wizards of the Coast's design team are happy that people are pointing that out. It may frustrate some longer term gamers, but as someone that has been playing and running games for over 20 years I feel that this game could bring back friends that have been turning their noses up at D&D for 15 of those years. I don't recommend this without reservations, but it's still worth buying the book, strapping on your +2 chainmail and cloak of resistance, and then playing a game that's fun to be part of.