Yes, that's basically it. Chances are they are more different now, but I didn't like the twist Run Escape did with chopping trees and making camp-fires, and I would be surprised if they changed something so basic about the game.
Tibia also happens to be free, but (like all game companies they have to make money to pay wages, maintain servers etc.) for a small fee you may upgrade your free account to premium and obtain access to a vastly larger world, with more spells at your disposal, blessings that minimize the effects of dying -yes, one of the most awesome features of Tibia is that dying actually does matter- you lose XP, skill-levels (not bought spells or anything, just skills that advance over time, like Sword Fighting) and items (you always, unless you got a specific blessing, drop your backpack and there's a 10% chance, or so, to lose another equipped item -- these items will remain in your body, so if you died somewhere no one else will find your body, you may return and reclaim your lost items) and it is added to your death-record of your character on the website, so it could also be embarrassing.
Aye, Tibia pretty much falls under your category of 'Humanoid MMORPGs', but there's advantages to differ it from other MMORPGs (although they are beginning to align with others, and take ideas from successful MMORPGs like World of WarCraft) - for one, there's an enhanced emphasis on communication and community. There's a few unsolved mysteries (a tradition in Tibia is that with each major update, summer or winter, there are left some clues - NPCs are given more knowledge, so if you trigger the correct keywords you might learn a secret, and there's often added new books that can be found and read - for large quests that yet have been unsolved. Furthermore there a a lot of 'larger' quests with intriguing storylines, as well as the regular quests that take long and require tactics because they are difficult. Otherwise it's a bunch of small quests like any other MMORPG, and lately they have started adding quests that involve killing X creatures of Y kind (have not tried them so I don't know if there's given reasons for it, or just plain slaying like other MMOPRGs) which I dislike a lot.
There's pretty much always something interesting to do in Tibia- unless it's the tenth character you've brought up, and you're still in the low-level area (Lv 10-100, give or take), 'cause by then you've probably done all the quests that you are likely to be able to do, and you don't find them any interesting at all any more. However, there shouldn't be a need to create any more than four characters at maximum, for each server (and you really only need one server, unless you want to also have a few characters on a Enforced PvP server for fun and training in PvP (there's PvP on normal servers too, but on E-PvP you get experience for killing players, and on N-PvP you are limited in how many players you may kill per each time-unit) - because there are only four classes; Knight (standard, melee fighter, can play the role as tank, that's the normal one, but also as a serious damage dealer), Paladin (actually, this is a bit different than you might think- they are rangers with holy spells .. so in a way it's rather original), Druid (spells evolving around nature, like water (or ice, not quite sure at the moment) and earth, and healing spells) and Sorcerer (spells that classifies as destructive for the most part, class-only spells are ice (or water, same reason as with Druid) and fire, they are able to heal themselves, but not the party, other players or summons).
Meh, sorry for making such a long post almost off topic, but considering it's about hating Run Escape.. well.