Original by a mile. It even manages to be more harmonically complex despite being less elaborate.
Fucking hell I'd expect this from dildos who don't know jackshit about music but coming from you? You know full well the original orchestration was a budget-driven slapdash mix of a handful of real instruments and cheap electronics while the remake OST is a proper orchestra deal. It'd be like saying Beethoven's 5th performed by two dudes with digital Yamaha keyboards at a wedding party was WAY better than a concert at La Scala.
You should be ashamed for pandering to ignorant nostalgiafags for K-points.
Sorry to bring up such an old discussion, but one major point you both are missing is the artistic intent of the music within the context of the boss fight, which is something worth discussing even without going into the quality of either pieces of music.
You have Flamelurker, the boss itself, who is a fast, aggressive boss with explosive fiery attacks constantly running at you with animations similar to those of a wild animal. The remade soundtrack is a straightforward transposition of these themes in musical form, it's there to heighten precisely what you are seeing in front of your screen. In essence, it's rethorical. The original soundtrack though goes in a diametrically opposed direction from the visuals, it's slow, ponderous and as mentionned is more akin to a grim funeral march than a frantic action sequence. It's there to add an entirely new layer of meaning to the fight on top of what is directly present of your screen. The result will vary from player to player, but for me at least the kinetic sensation was less adrenaline filled but more ominous, more dangerous. My impression after beating him was of the accumulated tension and fear of the entire level finaly lifting, the long term memory was that of utter terror but one of my most memorable moments in gaming. Which was more coherent with my overall impression of Demon's Souls, that of a slow burning, tension filled dungeon crawl where the danger was in my ever decreasing ressources rather than any single potential one-shot encounter.
I recently watched the movie Accattone, so let me bring it up as an example of contrasting visuals with music. In this movie, there are several utterly mundane and profane scenes superimposed with the finale from Bach's St Matthews Passion, a 'divine' music if there ever was one. One in particular is a brawl between the main character and another guy over some vacuous insults; had it had a normal fight music with fast-paced percussions it would have never transcended the mundane event you see on screen, but Bach's music elevates it to an entirely different realm, transforming the meaning of the visuals on screen. Without getting into comparing the metophorical meanings of this contrast, the orginal Flamelurker fight uses that same device of contrasting music and visuals to convey meaning, or rather in the case of a video-game, transform the player experience. The remake doesn't.
Whether or not you like one soundtrack or the other is irrelevant to the fact that the artistic intention behind their composition is utterly different and speaks of a much more one dimensional approach taken by Blue Point. Take what's already on screen, make MOAR of it and damn the original intent as opposed to From's multilayered approach.