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Illustration of Aisle

Aisle

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.

Developers
Sam Barlow
Alternate Names
No information available
Video
No information available

Media

Box - Front

Aisle - Box - Front - 332x480
World -  332 x 480

Screenshot - Game Title

Aisle - Screenshot - Game Title - 640x512
640 x 512

Screenshot - Gameplay

Aisle - Screenshot - Gameplay - 640x512
640 x 512