Let me start oof by saying I did not play any of the Core Design episodes back when they came out, so no nostalgia googles here. Old school TR requires adaptation because it's nothing like modern 3D platformers, but once you get past the tank controls and animation cycles, there's no problem navigating the environment. Being responsible for your jumps and ledge grabs feels honestly refreshing. In fact, that fine required control over the smallest action will either make you love this game, or hate it. Compared to TR1, TR2 doesn't feature as many old ruins. I think it makes the latter feel more lively, and easier to stay invested in. The game straight up loses a star for having poorly readable water current deathtraps, and a very counterintuitive jump in the penultimate level. I had to use a walkthrough in order to figure that last one out.
Honestly, what you see on the cover is what you get when playing. If you vibe with that first impression, you'll have a good time. I'm removing one star because the game is poorly balanced: Gori is an easy game even on its hardest difficulty. Though it will present you with performance goals (time to clear, combat score, etc.), those are really easy to meet. If you've ever played an action game with a dodge mechanic, chances are this title won't resist you. Then I'm removing another because of noticable hurdles. Gori wants you to move forward fast, but will also regurlarly space platforming elements (platforms, rails, walls) awkwardly, breaking the flow. It will also force you through long empty corridors, and unskippable presentation cutscenes.