In case you're curious, wizards has an article about their revised alignment system
here. There's still good and evil, of course, they just don't split as many hairs about the different types of it.
Personally, I always found the old alignment system limiting. Back in 3e, I stopped using it entirely (and replaced it with a quick discussion with the DM about their character's concept and motivation.. which did get sticky at mid levels when spells can target certain alignments). I like it when a character has to think about a situation and can't just check an abbreviation on his character sheet to see how he
should react--- and for a lot of players, that's what alignment does.
I like my badguys to have interesting motivations. The bad-guy empire in my game isn't "evil", it's actually multicultural and tolerant to an abhorrent level. (to the point where more clearly evil races like drow can become nobles, and the elves are restricted from rising against them due to "tolerance laws"). They're the bad guys because their imperialism threatens the players way of life, which is complicated because they're also the bastion of civilization right now... it's a tangled issue, and that's not something you can sort out by casting
Know Alignment.
There are evil things in my game too, because that's D&D's tone, but they're not as interesting IMO.