The movement schema is a little odd, because you are asked to choose between keyboard movement and mouse movement, between using the arrow keys to move your character, or working with the standard WASD setup. I found the separation hard to deal with, since there didn't seem to be a tab ability to move between mobs, and the combat was so directionally important.
As you continue the starting tutorial you learn how to use your combo moves, how to throw your spears, and how to dodge out of the way of an attack. All of these become incredibly useful when you face the big furry spider at the top of the tower.
It's an incredibly satisfying starting area. You get a complete epic story, an interactive cutscene that teaches you how to play the game. In addition, the tutorial also sets up the main storyline for the quests you will do at the beginning of the game.
Once you have vanquished the poor possessed giant spider, it's time to settle into town life. Here is where you meet up with other players, create your parties and set out for adventures. Here is also where you encounter the quest system, and learn about the Tactics-like style of the dialog system in vindictus gold. Whenever you enter a building, instead of seeing the actual NPCs standing about, you are treated to a very beautiful interior shot of blacksmith's shop, the inn, etc. And then a NPC portrait pops up for you to converse with. You see neither your avatar or the NPCs. It's an interesting decision to have this sort of departure from the usual way NPC conversations are handled. One the one hand it gives the developers the freedom to create a high amount of detail while minimizing loadtime problems. On the other hand though, you do feel a loss of immersion whenever you zone into an area like this. Current screenshots show your character standing inside the inn, so perhaps this tactics-like dialog system is just a placeholder.
When you are in town, other player characters are all seen as wearing cloaks. This is another way for Nexon to provide a high level of detail with character armor, but to minimize server lag when you have a large group of players in the same location. Once you party up with other players, it's time to head down to the docks, where boats represent the instances that your group step into when setting off to adventure. The party leader calls the boat, and then you all board, practice your fighting, strategize as needed, and when you're ready, the boat "sails" off for the instance.