The game was definitely easier than the first game.
I wouldn't say that. Once you fall down the looong shaft, puzzle difficulty ramps up A LOT. The only space that really had me stumped in the original game was the second-before-last test chamber where there's four turrets placed on individual platforms above a high pit full of acid, and energy spheres bouncing around.
There were several puzzles in the later part of P2 that really had me wrack my brain to come up with a solution. (Meaning, maybe I'm just not very good at these types of games, or, maybe you're very good at them.
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The total lack of puzzles requiring timing reduced the tension a lot.
Hm, there's at least two timed puzzles in P2, and there's of course stuff including moving platforms and such as well. But yea, those kind of challenges are less common. I guess that's to accommodate (*sigh!*) console players and those using joypads, which as we know feature limited turning speed and reduced aiming precision.
The lack of turrets and other things that can kill you reduced risk.
I came pretty far without dying in P2 (I fell into the acid in one of the first test chambers in the original, but I remember being kinda sloppy on purpose to find out if you'd really die if you did that... Glados was being such a tease initially before you find out her real agenda.
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The lack of walls that portals could be used on removed the freedom/power that I remember feeling in the first game.
Yeah! This I did react to. You're given this unique portal gun and there's almost no places to place portals on... In the first game you often feel as if you're forging your own path and coming up with your own solutions to the situations you encounter, and in P2 it's like, you're SUPPOSED to put one portal there, and then another way way over THERE, and you run and jump from that ramp there...and there's no other way to solve the puzzle. You're a lot more locked in, in the sequel. There's basically just one solution to the puzzle.
I remember the chamber where you first started learning double-flinging in the original game, and the angled corridor with acid floor that interconnected two of the rooms there. You could smoothly move through that corridor with just a few portals by alternatingly shooting orange and blue portals, one to the far end of the corridor section you had view of, the other next to you. That way you could step onto the platform just coming into view, fling a new portal up ahead and re-step into the one you just came out of.
...Or, you could just fiddle a lot, screw up, fall into the acid a ton of times, miss your marks meaning riding the platforms back all the way to the beginning of the corridor and falling into the acid again and so on...like I did the first time I came to that spot.
There aren't many such places in P2, where I get the feeling that I am the one setting the pace and forging my path. It's a bit of a letdown that there's such a lack of portable surfaces.