Set in Alternate History, the game begins in 2093, nearly one and a half century after an unexpected Nazi victory in 1945. The Nazis won the War in the course of a winter offensive that swept Europe, leaving four fifths of its territory under Reich control, and later the destruction of Moscow and occupation of Washington, DC. Such a victory was brought upon, it is said, by a Wunderwuffe of mysterious power.
However, as usual, the Nazi victory did not make the world a better place. No sir, by 2093, the totalitarian worldwide Reich is wrought by weather storms and seems to be nearing closer and closer to Armageddon. A political dissident, General Jurgen Mortyr, sends his son, Sebastian, back in time to discover what led to the Nazi victory - and stop it from happening, to prevent Armageddon.
The game itself is a fairly rudimentary shooter with so-so graphics. It's divided into two distinct parts: one set in World War II (passable) and one in 2093 (ridiculous). Panned globally, it was surprisingly well received in Poland itself, marketed as a global hit. May result in a So Bad, It's Good reaction in some.
There was also a 2005 sequel, Mortyr 2: For Ever, which completely ditched the time travel elements of the first game, and instead had a British paratrooper Sven Mortyr fight his way through the Nazis across several occupied countries in the search of his father, who was kidnapped to serve their latest superweapon project.
This game contains examples of:
- Aluminium Christmas Trees: The insane fire rate of MG-42 may seem fairly ridiculous by FPS game standards, but is actually very similar, if not identical to fire rate of a real life MG-42.
- Armor Meter: In the first game, your soldier has an armor gauge in addition to the HP one, much like Doom. Moreover, it uses a very similar blue cuirass icon that looks rather out of place in the WW2 part of the game. However, the sequel had moved away from armor and used only HP, as it followed a general trend set by Medal of Honor and Call of Duty to be more grounded and cinematic.
- Artificial Stupidity: Nazi soldiers in the game are pretty much mindless (though some can do stuff like maneuver and roll, though it's far too uncommon).
- Awesome, but Impractical: The MG-42 you carry? Well, you've got about enough ammo for three seconds of sustained fire, each shot having the same power as a Mauser rifle bullet (justified, since it's the same exact round). So much for More Dakka.
- Bloodless Carnage: In the original game, there's a very minor, fast-fading blood splatter when you shoot at the Nazis, and their corpses show some red wounds, but no blood actually flows once they fall dead. The sequel blood splatter persist for a lot longer, and your own screen also gets splattered with blood if you get shot.
- Boom, Headshot!: Shooting enemies in the head is an insta-kill.
- Boring, but Practical: The MP-40 and the laser gun are two early-game guns that will easily serve you up until the endgame.
- Energy Weapon: The laser weapon fires a laser "beam" that's clearly cut off on both ends.
- Heavily Armored Mook: These show up in the final levels of Mortyr 2,
- Hyperspace Arsenal: Your one soldier carries a Luger P-08, MP-40, Mauser Kar98, MG-42, Panzerfausts, grenades and more.
- Mooks but No Bosses: Played straight. The closest the first game comes to having a boss is a tank that shows up right when you are about to leave 1944 for 2093, and it is still destroyed pretty easily. 2093 has you encounter a Mini-Mecha a couple of times, but they are neither all that powerful, nor even necessary to fight; running past them is very much an option.
- Sniper Rifle: One gets added in the sequel.
- Story Breadcrumbs: In the first game, the only form of storytelling outside of the opening and ending cutscenes comes from the various notes scattered around the levels. The sequel largely moves away from them, and instead has running instructions at the top of the screen that convey mission objectives, and has considerably more cutscenes as well. The cutscenes in the sequel even include voice acting sometimes, whereas both of the original's cutscenes were silent.
- Stupid Jetpack Hitler: You travel back in time using a Nazi-built time machine, although this is a case of All There in the Manual, and they won the war using a wonder weapon.
- Too Dumb to Live: The ending of the original game appears to show the protagonist place a time bomb on the time machine, set it to ten minutes, then run like hell, only to apparently fail to make it out of blast radius regardless. Since he was the one who set the time, and the cutscene does not show any additional enemies showing up to hinder him, it seems like he only died because he did not give himself enough time to escape.
- Universal Ammunition: In the first game, all gunpowder weapons used the same ammunition (flamethrower and two energy weapons had separate ammo sources), and could be fired without reloading until all the shared ammo ran dry. The sequel moved away from that and ensured that all guns used separate ammo.
- Videogame Flamethrowers Suck: The flamethrower can only be anywhere near effective at close range due to high spread of its fire streaks, and even basic mooks can be severe threat at such range. Damage is only good enough to take down weaker enemies, and ammunition is scarce. MP-40 and MG-42 can mow things down almost instantly compared to flamethrower, are effective at much longer range, and their ammo is abundant.