More than four years ago, Interplay released a game called "Mortyr (2093 - 1944)." This game, developed by the Polish game company Mirage Media, has content and themes very similar to ID SOFT's old game "Wolfenstein 3D," and it received significant attention after its release. The plot of the first game tells of how the Nazis won World War II due to the use of a mysterious weapon, with Hitler becoming the ruler of the world. Time flies, and before you know it, it's 2093. There are some massive natural mutation phenomena on Earth, and the entire world is on the brink of destruction. At this time, there is a high-ranking officer in the Nazi party named Jurgen Mortyr. Rich in a sense of justice, he has always been engaged in the research and development of cutting-edge secret weapons. One day, he finds a time machine that has lost its energy source. Realizing that this might be the treasure used by the Nazis 150 years ago to win WWII, he sends his son Sebastein back to 1944 through this machine to participate in that war, thereby changing the history of the entire Earth and humanity.
After the game was released, the development company began working on a sequel, which was announced in 2003. The sequel is called "Mortyr 2: for ever." The story background is still during the Second World War, with the protagonist being a British secret intelligence agent named Sven Mortyr, executing secret missions on the occupied Scandinavian Peninsula. However, during the mission, he learns that his father, a famous physicist, has already been arrested by the Nazis. As a brave intelligence officer, in order to crush Hitler's ambition to establish the Third Reich and shoulder the responsibility of saving all humanity, the player will face a dilemma and embark on a journey filled with danger.
The game includes five major levels: The Northern Battle (CHAPTER NORTH), The Poland Campaign (CHAPTER POLAND), The Underground Base Campaign (CHAPTER THE UNDERGROUND BASE), etc. The game progresses through these five levels to tell the story, with each level having different presentation methods. For example, in the Northern Battle level, assassination is the main task. Since it's an assassination, strong weapons cannot be used for frontal assaults. The Poland Campaign highlights courage and wisdom; The Underground Base Campaign focuses on the choice between family ties and duty. Players not only have to face cruel enemies but also deeply experience the painful choice between family ties and duty when they learn during the mission that their father has been captured by the Nazis. In these five levels, players can experience a comprehensive combat layout, special and changeable game scenes, and distinctive regional combat modes. On the basis of the previous work, the game enhances AI, with dozens of enemy troop types with high intelligence increasing the difficulty of combat. In the game, players must face challenges such as assassination, infiltration, assault, rescue, and explosion tasks. Various battle scenes keep players constantly filled with a sense of crisis, but players can adjust the difficulty of level tasks through the system based on their own abilities and choose to play at different difficulty levels. Players are not alone in the game; when players encounter difficulties during the game process, guide NPCs set up in the game will provide timely help at critical moments (for example: providing clues needed to complete tasks, giving players special props, or even fighting alongside players to get through dangerous situations together). Now, we can more intricately feel the visual impact this game brings to the battlefield from the already released game screenshots. The tense and exciting storyline re-enacts the cruelty of war, but the design of guiding NPCs in the game makes the game more humanized and realistic.
"Mortyr 2: for ever" continues the advantage of the previous work in terms of graphics. This game combines advanced graphic development technology and improves the internal game system. The biggest selling point of the game lies in highlighting real-time graphic state effects. When the "dynamic light source conversion (T&L)" in the game system is fully utilized, it brings about a qualitative change in the game's light and shadow effects, from arbitrary modifications of real-time light and shadow presentation to automatic system adjustment of display effects, and from simple engraving and particle special effects to detailed descriptions of static environments (actually, T&L is not a high requirement today, as it has existed since the Geforce256 era), allowing one to comprehensively perceive a true gaming space and truly highlight the inherent charm of real-time 3D games. To accommodate players with lower configurations, the developers used a platform called the "Argon Engine." The greatest advantage of this engine is its ability to support various APIs across platforms. It is precisely because of this development model that players with lower computer configurations can also fully enjoy the fun brought by this "WWII" type game. In addition, the game adds real-time recording functions, allowing players to carefully discover their shortcomings outside of the game. Classic online modes like death matches and capture-the-flag are still retained in the multiplayer online section, adding many highlights to the game and making it more humanized. The game creates a comprehensive "WWII" system, with vivid and clear textures, making it highly playable and presenting players with a real "WWII" scene.