Aisle by Sam Barlow
"Late Thursday night. You've had a hard day and the last thing you need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly. On to the next aisle...
Aisle started out as a game which would not need the usual meta-verbs... i.e. a game with only one turn. The initial idea was: How do I make a game with only one turn interesting? Give it lots of endings--in fact there are many 'endings' and (hopefully) every sensible action results in an 'ending'. There is no winning action. There is however more going on than just this and the more endings you see the more things should become clear." [--blurb from The Z-Files Catalogue]
Aisle started out as a game which would not need the usual meta-verbs... i.e. a game with only one turn. The initial idea was: How do I make a game with only one turn interesting? Give it lots of endings--in fact there are many 'endings' and (hopefully) every sensible action results in an 'ending'. There is no winning action. There is however more going on than just this and the more endings you see the more things should become clear." [--blurb from The Z-Files Catalogue]
Information in this game listing is copyright David Welbourn, mrsambarlow, Emily Short, Emily Boegheim, Dave Chapeskie, Edward Lacey, is taken from IFDB,
and is licensed under a Creative Commons Attribution 3.0 United States License.
Review
by Stripes
05 Jan 2018
Probably would've been better if there was more story. *SPOILERS* Really though, figuring out the story won't take that long. If you're honestly confused, just type "remember Clare" or "smile" or "jump." So I get it; it's a story about a guy from Rome whose wife(?) Clare died in some sort of accident. Her ghost, or more likely his memory of her, still remains with him to some degree (even if nothing happens if you try to look at or talk to her). The whole idea of only having one command per ending is fine, but there aren't many commands to input. Many are random, and some that you'd think might work don't. The main character and Clare get zero personality, so it's hard to get attached to either of them. The main guy is sad, yes, we get it, but he's nothing BUT sad. I can pretty much tell you the entire story here: "I was in a supermarket, and I caught sight of some Gnocchi pasta as well as a lady. I was sad; the pasta reminded me of Rome, a better place. The lady reminded me of my dead lover Clare. Those days are behind me now." I mean... that's basically it. So... yeah. Decent idea, meh execution.
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Published 28 May 1999
Listing added 12 Jan 2014
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Written by
Sam Barlow
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External Link
Published 28 May 1999
Listing added 12 Jan 2014
IFDB listing