Metro Exodus: The Two Colonels
This is a very short story and I rate it lower than the other, much larger DLC, Sam's Story.
We are back to the tunnels, closed spaces and darkness. It has horror elements, but there is almost no terror at all. Except for some sparse scary jumps. The first sees the return of that same organic tissue seen at the end of Exodus, similar to D6 in Metro 2033. It didn't felt scary at all. All you do is fight some worms with a flame thrower, the only available weapon. The craft is much more limited, but you won't need all the crafting anyways. There is a mask and fortunately it never breaks.
The second part has gunfire but it doesn't offer much. It's all a shooting gallery. There is one moral choice that doesn't impact on the fixed ending.
At the end you go inside a nuclear power plant filled with monsters and you are again limited to a flamethrower. They attempted to create terror by means of constantly failing power and lights. A recorded message is broadcasted to all rooms and corridors telling about a system reboot. I didn't feel any terror caused by the constantly failing power and lights. Specially because it's really easy to kill all the monsters with the flamethrower.
If there is one thing that makes me not love Metro is the decision to have extremely long dialogues. It's just too much time watching NPCs talk. The other thing would be the excessively linear design that once you pass a door, there is no way back. If you missed something, it's gone. In the DLC this happens in the middle of a fight. An RPG explodes and opens up a hole on the barricade. Once you go through it, the NPCs block your way and you can't go back.
It's a bit less dragged than Metro Last Light because the main character does speak. It makes a huge difference during long cutscenes with dialogues.
Flaw: they reused the same breathing from Artyom. It's clear that they didn't record a new breathing sound with the newer character.