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The PS1 version lacks the Mutant enemy, and has a couple of totally unique enemies that only it has and which don't even show up on PC. And while there are pieces of the PC campaign included in the N64 campaign (particularly the first major areas,) it's really much closer to being an entirely original campaign. It also had a unique soundtrack separate from the PC and PS1 versions.
Whereas the PS1 version at least in terms of the actual core campaign experience is a slightly modified more straightforward conversion of the PC campaign, but with some tweaks to levels and more loading for memory management. The two are very, very different, and the N64 campaign is much more distinct from the PC campaign. So I doubt similarity between them was part of the reasoning for its absence.
One possible reason for the delay might be a desire to provide at least a semi-authentic experience. Even the N64 version included here isn't exactly accurate to the original console version, nor does it feel as though the same amount of care towards authenticity has gone into it as, say, the recent Doom 64 release which apart from optional remaster elements and things like the licensed Red Cross logo being removed, took great paints to provide a very accurate conversion, right down to the N64's unique texture filtering.
The same can't quite be said for this version of Quake II 64, even though it does appear most of the assets were inherited or reproduced at least. There's a lack of attention to detail here that Doom 64 didn't suffer from, like the railgun being the wrong color in the N64 version in this remaster, the crosshairs not being accurate, baked light flares not being a toggle, etc. (You can toggle bloom lighting on and off but the baked flares stay, and weren't present in certain places in the N64 version originally) etc.
And the PS1 version is arguably, at least visually even more distinct and they might be working on trying to deliver a more accurate conversion. Things like texture warping, the additional enemies, the specific colored lighting (which again is very distinctive in the PS1 version, even more so than the N64 version I would argue) and gives the game a look different from both the PC and N64 versions, and all of the minor level layout changes, etc. I would personally want to see all of those features at least as a toggle. Though the vertice warping might be a tall order for them to emulate lol.
Knowing Night Dive and the KEX team, they probably want to at least provide some degree of authenticity for the port, and that might have ended up requiring more work than anticipated. Or I could just be talking out of my rear and it might not be even coming at all lol. I'm just speculating.
But it's definitely not because they're (PS1 and N64) too similar. Too similar to the PC version maybe? But I wouldn't agree with that either as there are some interesting distinguishing features and of course visually it's distinct as well.
Consider me a +1 for really wanting to see a conversion of the PS1 campaign included as an update to this remaster. It would complete the remaster and put it over the top as a fantastic modern collection of that moment in time for Quake on both PC and console, which was an amazing time and as someone who played all the versions back then, I want all of them included if at all possible.
That link isn't working for me. It opens Discord but doesn't take me to any particular channel, image, or quote. In fact it opened an invitation to some sort of student group initially. Then when trying again just opened Discord with no redirect anywhere.
Paril is a developer of Q2 remaster.
That's fantastic news! Please accept this warm blanket award lol. Though a bit worrying that Microsoft evidently sees no intrinsic value in releasing it. Companies need to appreciate the intrinsic value of legacy more. A compilation of remastered ports of a seminal game is going to be more valuable if it feels complete, and the PS1 version is part of that legacy. Hey Microsoft: Yes we want this. Lol.
https://steamcommunity.com/app/2320/discussions/0/3939020962917490876/
While it might not make sense to some as to why some of us would like to see it included in this remaster alongside the N64 version, part of it is simply that there were a few map changes, some unique enemies, and a distinctive visual vibe that came out of the limitations they were working within. All of that combined gave it a very distinctive flavor.
That's why I mentioned the vertice warping (which I doubt they will do anything to try to emulate since they're apparently just considering releasing it as a mod) because as odd as it may sound, it gave the port its particular character (along with the other aforementioned changes.) The included CRT filter in this remaster will have to do in terms of chunkiness, though.
Still, I really do want to see the PS1 version get some love even if it's only in the form of its maps and enemies, and maybe some of the color stuff that made it a little more distinctive. (Though I suppose ReShade could achieve that part.)