Forum Overview
::
Mischief Maker's Maker's Mark
::
Re: It's always good to see N.A.R.C. brought up
[quote name="bombMexico"][quote]"It really was an interesting juggling act," said Mr. Cline, Narc's producer, discussing how <a href="http://www.nytimes.com/2005/03/17/technology/circuits/17drug.html?pagewanted=print&position=">Narc</a> was conceived. His development team wanted drugs to be a prevalent feature, but Mr. Cline said they struggled to achieve balance, "not glorifying it, but handling it responsibly, but still making it fun." Few games had allowed players to take drugs in the game, an option Mr. Cline's team was determined to pursue once they decided to jettison the sumo wrestler and the flamenco dancer and to <i><u><b>abandon the idea of remaking the original Narc.</i></b></u> The developers drew inspiration from the classic video game idea of power-ups: bonus items that improve player abilities, like the mushrooms Mario and Luigi ate to grow larger in Super Mario Bros. in 1985. Power-ups were a video game staple, and some, like the adrenaline combat boosts in the 2000 game Perfect Dark, seemed to wink at the possibility of drugs. "There's always something you can use to enhance or alter the player-character's abilities," Mr. Cline said. "We were the first game to call them pot and coke and crack."[/quote] FIRST! no longer restricted to message boards. Hard to believe this is the same company that went on to make Dr. Muto[/quote]