"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]
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.
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.
Very short to play once, yet oddly intricate. I wish one story was focused on, but I still loved typing in random verbs and seeing the outcome, as well as hearing the various stories about Clare and Rome.
Very good. It would be nice if you could store up all the endings and make a complete piece of the puzzle that had a more "finite" ending. But overall a very interesting idea and a very sad story.
I really like the idea of creating a story out of only one action. I think it's really fun. Short, but fun. It's one of those games you can amuse yourself with while doing homework(yes, I am actually doing homework right now).
It's a cute little thing--and by little, I mean that if your command is recognized, you can expect to be done after that one command. By all means, it's fun, and I recommend amusing yourself with it for a few minutes. Not much of a game, though.