Genre | Interactive Fiction
Developer | Christine Love
Platforms | PC, Linux, OSX
Website | http://ahatestory.com/
In Analogue: A Hate Story, the player investigates a derelict Korean space ship that disappeared more than six hundred years earlier in order to recover the ship’s logs and sell them to the Saeju Colony Historical Society. The player must interact with the ship’s computer and its two artificial intelligences in order to discover what happened and recover the logs. Due to the ship’s damage, the player’s actions are limited to presenting documents they’ve discovered to the AIs and responding to questions. Depending on the player’s answers and the documents they present, the player can progress the plot in various directions.
In Analogue: A Hate Story the player has access to a computer terminal which allows them to control some aspects of the ship’s systems, open up data logs that the player has gained access to, and swap between the two AIs. The game contains approximately 59,000 words spread among the various historical logs and conversations, although the player will not encounter all of the logs on any given playthrough.
The information the player receives in the form of historical logs is not always presented in chronological order. The logs the player is able to read come from the two AIs, and the player must convince the AIs to release the logs. The order the AIs release the logs and the choices of each AI about which logs to release and when to release them provide the player with information that can be used to discover what the AIs wish to reveal and hide from the player.
The graphics in Analogue: A Hate Story are hand-drawn portraits of the AIs that display the AI’s mood and white menus that the player uses to interact with the logs and converse with the AIs. Blue and red are featured colors. The sounds in the game are minimal. The music in the game is electronic music that changes based on the part of the game the player is in.
The structure of the plot in Analogue: A Hate Story is such that the player is given opportunities to learn about the history of the ship and then react to this history by choosing their responses to questions asked by the two AI and by choosing which documents to present to the two AIs. These choices and other choices available to the player influence the attitudes that the two AIs hold towards the player and each other. The two AIs cannot both be activated at once, meaning that the player serves as the only intermediate between the two.