When 4th Edition initially came out I remember what my reaction was, one of anger and horror at these strange and alien new rules that I'd suddenly purchased. Madness! What are these powers that encourage such a strong disconnect with the narrative! All the classes feel so samey! Where's my monk! What the hell is with this skill list etc. I felt the sting of betrayal from the Wizards game designers, felt that they were no longer making games "for me". Now to be exceptionally fair to Wizards, I had already abandoned DnD, 3.5 had grown staid, tired and bloated in its age. I was tired of "min-maxed ideal builds" and over powered classes from the myriad of splat books and had jumped off of the Fantasy ship and onto the ship of d20 modern and later Star Wars SAGA. When 4e was released I was hoping it would restart my interest in DnD and when it didn't I felt stung and assaulted, so I ran, far away, deep into the realms of indie systems and house rules.
About a year ago a friend of mine proposed a DnD game utilizing the (then beta) Pathfinder Rules for some friends of his new to DnD and they needed a GM. As my primary group had been on hiatus for awhile, I acquiesced and started running a DnD game once again. Immediately I was struck by the clumsiness of the system I remembered. It was just a refurbished version of 3.5, not the happy combination of DnD 3.5 and Star Wars SAGA edition I desperately wanted to see. It had the same problems, clunky encounter building, Wizards who could only do one interesting thing a day, an overloaded skill list and that damn min-maxing and splat book combing that I loathe so much. I started to look more fondly at 4th Ed then, I wasn't running a deep roleplaying experience with Pathfinder, there are better systems for that, I was running an action heavy hack and slash game and I wanted something that did it cleaner. After a year of my Pathfinder game and a long hiatus this past August (caused by my own marriage and honeymoon) myself and the game host started to discuss the possibility of giving a 4th Ed game a go, as while Pathfinder was fine we were wondering if it REALLY offered anything better than 4e for what we were doing. The eventual decision led to the "disintegration" of the Pathfinder game and the birth of a brand new Eberron Set 4th Edition game which had its first session last week. I have come full circle.
In the end I think the best part of this cycle was my period as a system wanderer where I delved into stranger more esoteric games like Burning Wheel (a must play for the dedicated Role-Player), FATE 3.0 (cornerstone of the new Dresden Files RPG and one of the easiest running systems out there) and the e"ven faster and easier than 4e" system of Savage Worlds. I've learned what games can do, I've learned how you can use rules to re-inforce every type of play, from Dungeon Crawling to Political Intrigue, I've discovered the dangers of stagnation, of just playing one system and refusing to broaden ones horizons, hence it became very easy to forgive 4th Edition for that "perceived" betrayal, 4th Edition didn't hate me, Wizards game designers didn't hate me, they just wanted to make a game that did Dungeons and Dragons, a game about Killing Monsters and Taking Their Stuff, very well. Essentials strikes me as no different and I bear it no more ill will than that which I currently bear 4th Edition, which is to say that I see it as a great tool for bringing in new gamers and an experiment in new ideas, something that should never be decried.