I managed to get the Quake2 source from Ids ftp server to build (with a lot of warnings) for ARM in Visual Studio 2012.
I've attached a screen shot and the binaries to this post.
All you need to do is drop the pak0.pak and players folder into baseq2.
EDIT: should also mention that this is a native port (not .net or winrt) -- props to XDA guys for the hack!
EDIT2: for those with errors, keep in mind you need the pak files and players folder from the quake2 install for this to work (or you can grab them from the demo). Google is your friend! . If you encounter the famous "water crash" then run "sw_waterwarp 0" in the quake console.
EDIT3: For a joke. I've added the OpenGL Quake2 renderer and a software based OpenGL implementation (built from an older version of Mesa3D) as attachments. Given that Windows RT doesn't have support for OpenGL this is probably as good as its going to get without a port that has Direct3D support. While the OpenGL version looks much better, be warned.. it runs __very__ slow. If you want to give it a try, just go into video options and change the 'driver' option to "default opengl". Enjoy!
EDIT4: So.. in an effort to clean up some of the bugs, I stumbled upon KMQuakeII which has an 'unofficial' 3.23 patch for the Quake 2 source. I've managed to compile that version of the source for ARM. I was hoping this would fix the full screen issues, but it didn't. Regardless, there are probably worthwhile bug fixes anyway.. so I'm posting it here. There are also extra video modes in this version (very easy to add btw!) however the 1366x768 mode didn't work correctly on my Surface.