Damn, I don't know what to say...
The points you bring up make sense, but I totally disagree with most of them.
Firstly, to address you LAST post...the music. Perhaps it was a result of only having an FM synth card, (though I later played SS1 with a Live, soo...) but the music in SS1 never left an impression on me (and I am quite the game music buff). I've also listened to the MIDIs of the original soundtrack and remain just as unimpressed (though I do like the intro theme). Of other note, sound effects were simple "Wav-like" files that would play and it didn't integrate well with the environment.
On the flipside, the music and sound design of SS2 was partially handled by the designers that worked on the Thief games (IIRC) and was fantastic (some of the best you'll find in any PC game). The music in SS2 was excellent. You had everything from the faster paced tunes of something like Med-sci all the way to eerie as hell "mood" music found in the warehouse areas. It set the tone for each area much better than SS1 ever could and really matched the pace of the game. For example, when you hit the lower levels and are running through toxic leaks, the music is very fast paced yet still a bit eerie in tone. It conveys the feelings of being rushed as you tried to find your way out. Yet, when you first enter the abandoned bridge area...the music is completely different and really creates a sense of fear.
Here's a couple SS2 tracks...
http://208.49.149.120/files/jukebox/ss2/engineering2.mp3
http://208.49.149.120/files/jukebox/ss2/recreation.mp3
http://208.49.149.120/files/jukebox/ss2/medsci1.mp3
http://208.49.149.120/files/jukebox/ss2/command2.mp3
1) Story. The easiest one since SS2 basically copies so many story elements of SS1. System Shock introduced us to one of the greatest villains in video game history: Shodan. Story elements were provided by well writen and well voiced logs and emails. BTW if you played Crusader: No Remorse it came with a big news breif describing how a new space station called citadel was under construction. Thought that was a nice tie in to the two games.
SS2 does copy many of the elements and SS1's was certainly more original for the time...but I felt that it was presented in a superior method in SS2. The voiced logs and e-mails in SS2 were just as high quality IMO. There were also more memorable turns in the story of SS2. While I kind of saw it coming, the twist when you reach deck 4 in SS2 was so well executed and ended up catching me way off guard. There weren't many moments in SS1 that stick out like that.
2) RPG elements. This was a big pain for myself and many others. The inclusion of RPG was a detriment to SS2. Skill points and 'cybermodules' take more away from the immersion and gameplay then they add imo. I'm sorry but a trained soldier should be able to fire a damn gun no matter how many cybermodules he didn't place in the 'upgrade stations'. SS1's abilities were granted through software and hardware upgrades scattered throughout citadel station. You found it you can use it. Perhaps you lose a sense of customization and replayability but dealing with issues of skill points and attributes is a big drawback to immersion.
Unlike you, I actually ENJOYED these additions and felt that it made the game more interesting. First and foremost, no matter how many extras were added to the game, the UI was so superior in SS2 that SS1 could never hope to compare. It was a more complex gameplay system with a vastly superior UI.
However, just as those "type" of elements worked well in Deus Ex, they work well here. It gives the player a greater sense character progression that was lacking in the original. It was exciting to upgrade yourself and test out each new bit. I disliked the simplified character management of the original.
3) Level Design. The Citadel was expertly designed. You really felt like you were making progress and you felt like you were in a space station. Each level served a specific purpose and had its style. Level loading was also handled well with the use of the elevator. SS2 wasn't as fortunate with the levels IIRC and had that jarring Loading screen come up far too often imo.
Now if there is ANY point I truly disagree with, it is level design. I appreciated the attempt at creating such tight spaces in the original. I knew what they were going for, but it never clicked with me. I rarely felt the urge to explore everything as it just wasn't interesting enough. SS2, on the other hand, has a far more refined level layout overall. The level loading never bothered me, however, as it was quick. Unlike some newer games (such as DXIW), the levels were still extremely large in scale...so it wasn't as if the whole area was chopped up into small bits.
When you combine the more compelling world design aspects with upgraded technology, you have a MUCH more memorable world set before you.
4) Cyberspace. It's a shame that they didn't even try to implement any kind of cyberspace in SS2. It was a nice change of pace without taking away the scare of being alone. It also gave you lots of cool little mini games on your viewscreen (even a nice wing commander clone!)
OK, this is interesting...
I would certainly have enjoyed seeing a return of Cyberspace, as it was a unique idea. However, I don't think it was necessary at all and didn't damage the overall experience.
5) Monster respawn and weapon degredation in SS2 which were both dealt with by giving the option of removing them completely in a a patch. I liked the way the monster respawns were dealt with in the original: Take out the cybernetic conversion chamber. It also let you continue after death which helps dissuade 'save and creep'.
Never bothered me, to tell you the truth, but I do agree that SS1 handled the respawn issue better.
Taking those things into account, SS2 also offered something that the original never even began to reach and that is fear. When played in the proper environment, SS2 was a fairly intense and often scary game. I absolutely LOVE falling into a game that can disturb me somewhat, and SS2 did a good job of it. That's the thing, when you take the combination of improved controls, more extensive gameplay options, better presentation, better visuals and audio, and better world design and combine it with a level of fear matched only by a few games...you get a complete package that does everything I could want in a game.
SS1 is more original and recieves props as a result of its release time frame, but as a game, it just doesn't compare. I still believe that, no matter how much we try to argue the game design, it comes down to "which game holds the better memories". It is obvious that SS1 is a game that you hold close to you, and I know the feeling. SS2 is one of those games for me. In both cases, I believe we overlook flaws in the two games in favor of remembering what it gave us.
For the record, System Shock 2 is actually my favorite PC game of all time. It did so much so well that I will always hold it above most others.