First of all, getting this to play nicely on current systems requires some work. One has to set a custom resolution for proper widescreen and run two cvars from the console: r_primitive 2 to fix performance in some of the later levels, and com_maxfps 80 to prevent the physics from breaking during a later low-gravity section. In addition, for that particular section, enabling a setting called "weapon aim" is necessary to be able to fully move a turret.
By and large, Elite Force II follows the template established by its predecessor. Essentially, you're the protagonist of a TV episode, centering around the Enterprise-E this time. However, EF II is less strict about this, as you don't get to explore the ship as much, and the briefing-mission-debriefing structure has been loosened. While the plot isn't too exciting, it manages to keep one engaged, and humanity standing between two alien races fighting each other is a familiar yet alluring classic Trek trope. Even some light RPG elements are present, as you get to pick an answer in several dialogues here and there.
In general, Ritual has been successful in creating a good deal of variety. Aside from shooting, there are simple puzzles involving the tricoder, escort missions, and a short turret section. Unlike the first one, EF II is actually challenging on the harder difficulties. The AI is still simple, but all enemies now have ranged attacks, and coupled with their numbers, can put some hurt on the player. As a result, EF II also takes much longer to beat (six hours for me on hard) than the criminally short first game. Some parts even can be a little too much, as a Nausicaan bouncer in particular has the rather annoying ability to hit the player at a range where the player can't hit in return. There's also a most fiery vent you need to move around in a very particular manner to get by alive.
Still, minor frustrations aside, EF II is competently made and worth playing for both Trek and FPS fans.