3.5
Release Date calendar
May 28, 1999
Platform joystick
Commodore Amiga
Game Type type
Homebrew
Max Players players
1
Overview

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.

Alternate Names

No information available

Video

No information available

Cooperative

No

ESRB

Not Rated

Genres
Adventure
Developers
Sam Barlow
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