When you're not building and recruiting, you're following arrows and doing what the game tells you to do. There are optional side-quests, yes, but they're almost always marked on your mini-map, and they're way too easy to find and finish.
But it's still StarCraft. It's still a joy to go through the now-familiar ritual of training and killing, and even the easiest missions are designed with the attention to detail that we've grown to expect from this series. And even the easier moments exercise your mind in the way that only a real-time strategy game can.
WoW Mists of Pandaria expansion is huge. One one end, it starts at level one, with a new starting area for the new Pandaren race. On the other end, it raises the level cap from 85 to 90 and adds an enormous amount of end-game zones.
Mists of Pandaria is best looked at from two different perspectives. One: how is it for the new player? And two: how is it for the experienced player? If someone's been in a holding pattern at level 85 for years, what does Mists of Pandaria offer to that player, and how do its many changes improve or diminish the World of Warcraft experience?
Torchlight II is much more of a beast than its predecessor; in terms of scale and ambition, it's right up there with the biggest names in loot-collection and click-based combat. And so of course, Blizzard's Diablo III looms large over the entirety of Torchlight II. How could it not?
As I've been playing, it's been very difficult to evaluate Torchlight II on its own terms, rather than constantly thinking "Oh, so X is different from Diablo III in Y way." But let's get this out of the way: If you liked Diablo III, you will almost surely like Torchlight II.