Mortyr 2 is a huge improvement over the original and a fairly entertaining experience in its own right...

User Rating: 7.2 | Mortyr 2 PC
Back when it was released in 1999, the original Mortyr was full of broad good/bad contrasts. Foremost among the problems found in Mirage Interactive’s freshman FPS title was the fact that even though the game’s combination of historical and futuristic city environments looked great on my old Pentium 2, the effort of negotiating each area was tricky due to some uniquely bizarre movement issues: the wading-through-invisible-sludge slowdowns that many other players noted, as well. Even though the game provided plenty of arms and ammo for laying waste to all opposition, enemy soldiers moved twice as fast as any human should, and in a ridiculous jerky pattern that made drawing a proper bead on them more frustrating than fun. The 149-year time shift that occurred about two-thirds of the way through Mortyr was represented well visually, but I was never once entirely certain of just why it happened or what I was supposed to do while visiting Sebastian’s past-altered present. That last contradiction is only a minor quibble, however; back in the late ‘90s, the story-driven model perfected in Half-Life was still somewhat anomalous among games that simply dropped the player into a large level and left him to find his own color-coded key to the exit.

Mortyr 2 reflects a marked improvement over the earlier title, with a less convoluted storyline and a more satisfying combat model. The graphics engine can render both massive landscapes and proximate details very well, with only a few framerate drops on my mid-range rig. I especially enjoyed the snowy, aurora-tinged fields of northern Europe and the idyllic, vibrant meadows of Yugoslavia for the scenery, and the uphill battle outside of the monastery for its tricky and bloody firefights. One major gripe I discovered in M2’s combat mechanics had to do with its grenades, which produced an astonishingly high degree of damage within a huge blast radius. The grenades were difficult to both see and hear – the only sure way to prepare for the heavy-duty impairment they promised was to actually witness a German soldier in the act of throwing one, or to simply keep moving in an erratic pattern – so I repeatedly found myself blown skyward without any warning. The grenade issue was a double-edged sword, however; my opponents were just as susceptible to their concussive charms, so I used the potato-mashers more in Mortyr 2 than in any other WWII-style game and never found myself wanting for supplies.

M2’s rail-based segments were a mixed bag. Although Sven’s improbable laps around some German barracks in the back of a stolen Volkswagen rigged with an MG-34 were a lot of destructive fun, the (thankfully optional) ride aboard an incredibly fragile ultralight whirlybird was a poorly-realized joke. Other scenarios like Sven’s scramble through enemy trenches in the midst of a deafening standoff on the eastern front and the close-quarters exchange of lead in the otherwise mellow candlelit monastery were a lot of fun and a far, far cry from the wretched, blind luck-fueled clashes that tainted the original Mortyr.

I don’t recall Mortyr 2’s initial MSRP, but I nabbed it from the bargain bin for $15 shortly after its release last year. Although the game is appropriately sized for its low-end cost with only 11 levels, almost every area is huge and requires roughly forty-five minutes to an hour to cover thoroughly (more if you don’t watch out for the stealthy and catastrophic grenades). This title is recommended for anyone who truly loves shooters whatever their milieu, particularly for any players who scorched their central nervous system while stumbling unhappily through the original in 1999, as Sven’s exploits do much to restore honor to the Mortyr family name.