A common criticism of adventure games generally and works of interactive fiction specifically is that they oftentimes suffer from what have been characterized as "read-the-designer's-mind" puzzles -- making necessary apparently arbitrary (and sometimes seemingly absurd) actions that produce unreasonable-to-expect results; the puzzles look kosher in a walkthrough but only make sense to a player after the fact, knowing of their implausible effect. Aisle is the inverse: the designer has instead had to read the player's mind, predicting which actions, likely or unlikely, the player is apt to attempt in the somewhat under-stimulating environment (certainly an unusually pedestrian game setting) of the Italian foods section of a supermarket late one Thursday night. Rather than the player wandering the market and interacting with objects contained there in the conventional adventuring fashion, this game permits the player only a single move... that move triggering a memory, hinting at a roiling and turbulent backstory that can only be more fully appreciated by unlocking more recollections. Upon completion of the single move, the protagonist leaves the market and the game concludes -- then restarts, giving the player another crack at glimpsing another, parallel facet of the memories the shelves of pasta provoke.
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