
The more I played the game, the more I realized that StarCraft II--maybe even more than its predecessor--is a game about numbers. Big numbers. Tons of money, tons of upgrades, tons of units. Warcraft III was famous for drastically diverging from the typical Blizzard style of real-time strategy, focusing on smaller armies and individual hero characters with RPG-like leveling and skill trees. No such divergence for StarCraft II. Whoever harvests the most resources most efficiently and turns them into the most units stands a good chance of being the one left standing at the end.
Here's what Blizzard had waiting for us: a specially made, no-frills build of the multiplayer game as it currently stands, with all the units and balance for all three of the game's factions included. That means we could tech all the way up to the craziest units in the game, like the Protoss' one-off mothership--assuming we could survive that long, that is. That's another way StarCraft II reminded me of the first game: a lot of the matches I played were decided in the early game, with basic tier-one units like zealots, zerglings, stalkers, marines, hydralisks, and banelings deciding the important conflicts. Yes, the zergling rush is live and well here, at least till you figure out how to counter it.
Having not played StarCraft seriously in almost a decade, and having always been pretty lousy at it in a competitive sense, I can at least tell you that playing StarCraft II feels a little like riding a bicycle for the first time in a while. Your Zerg hatchery still spawns three larvae at a time that you can turn into drones (which turn into buildings) or combat units. Protoss bases still need to be built within pylons' spheres of influence. You can still get into a lot of shenanigans by lifting off Terran buildings and making them fly around. Using workers for scouting is still a good idea. Ditto blocking choke points with farms. This stuff will come right back to you, and luckily it's all still important and useful.

All the zealots and stalkers in the world didn't save me, however, when I went up against a Zerg player who actually took the time and effort to ascend up the tech tree and intelligently counter my throngs of simpler units. Like I said, not that good at StarCraft.
At least I got a good sense of what high-level StarCraft II play is going to be like while watching lead designer Dustin Browder commentate a few matches between members of the balance team, who are so good at the game already I got a little dizzy watching them play. The game may still be about making bigger and better armies than the other guy, but all the units in the world won't save you when you're up against opponents who have such an intimate grasp of the finer strategies and counters. The balance is of course subject to change; Browder offhandedly commented at one point about not liking the way resources are reallocated when you cancel a building's construction, indicating that Blizzard will be tweaking plenty of variables as the impending beta progresses towards the game's release, which the company is hoping will happen this year.

In lieu of the new Battle.net, we at least got a quick look at StarCraft II's slightly insane statistics reporting, which seems geared toward the hardcore competitive community but looks like it will give players of any skill level a lot of ways to improve their game. After a match is over, you'll be presented with a dizzying array of stats and metrics, showing you everything from your per-unit army size to your unspent money and the number of workers you built. You can get a timestamped timeline of your entire build order, and the game will rate your combat efficiency--that is, the number of units you made versus the number that were killed. There are line graphs all over the place breaking down exactly what happened, when, and by whom. People are going to study this stuff endlessly.
That ludicrous attention to detail extends to match replays, too, which now have VCR-like controls that let you pause and fast forward recorded matches. You can even scrub through quickly with a slider, as if the match were a video. Observers can also join live matches and get an impressive amount of data and control. You can view real-time displays of each player's production rate, current tech researched, army size, and even how fast they're clicking. And now you can set your camera to mimic a specific player's perspective, so you can see just how jumpy and frenetic the camera gets as they hit their hotkeys at a zillion miles an hour.

OK, yes, StarCraft II is very clearly the sequel to StarCraft, but it's a sequel that Blizzard seems to have made with a decade's worth of lessons and experience under its belt. To be fair, when you're building on one of the best games ever made, you don't exactly need to go and reinvent the wheel, which is why I'm not complaining that this sequel essentially looks to be a very pretty 3D version of StarCraft with a ton of new units, features, and balance thrown in. I've seen enough to know I'm most definitely going to play this; the only information I really require from Blizzard now is when we'll get to do that.
You could pass a few minutes of the wait watching me grill Mr. Browder about the beta, matchmaking, and how custom games like DOTA will work.
Blizzard also tossed out a bunch of new media for the game, including screenshots.
Here's a bunch of units and buildings and stuff.
Lastly, we've got the current tech trees for all your obsessively nerdy needs.