Analogue: A Hate Story | |
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Analogue header on Steam
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Developer(s) | Love Conquers All Games |
Distributor(s) | Steam |
Designer(s) | Christine Love |
Artist(s) | Raide |
Writer(s) | Christine Love |
Composer(s) | Isaac Schankler |
Engine | Ren'Py |
Platform(s) | |
Release | February 1, 2012 |
Genre(s) | Visual novel |
Mode(s) | Single-player |
Aggregate score | |
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Aggregator | Score |
Metacritic | 62/100 from 5 critics |
Review score | |
Publication | Score |
IGN | 7/10 |
Analogue: A Hate Story (Korean: 아날로그) is a visual novel created by independent designer and visual novelist Christine Love. It was created with the Ren'Py engine, and was first released for download on the author's website in February 2012. A sequel set centuries after Love's earlier work, Digital: A Love Story (2010), Analogue revolves around an unnamed investigator, who is tasked with discovering the reason for an interstellar ship's disappearance once it reappears after 600 years. The game's themes focus similarly around human/computer interaction, interpersonal relationships, and LGBT issues; but focus primarily on "transhumanism, traditional marriage, loneliness and cosplay."
Analogue has a word count of about 59,000.
Analogue: A Hate Story is a visual novel featuring semi-static manga-style character images, and focused on reading text logs. Using the mouse and keyboard, the player interacts with the Mugunghwa's main computer to read log entries, communicate with the AIs, and occasionally enter commands directly into the vessel's computer system. At any time in the game, the player can save their game, adjust options, etc.
The main user interface allows the player to read through various diaries and letters that reveal the game's backstory and insight into its many (deceased) characters. For the most part, navigating this interface is similar to navigating a basic e-mail system, in that messages are chronologically arranged and searchable. They are grouped in usually numbered "blocks", released to the player by *Hyun-ae or *Mute throughout the game. For the most part, the AIs release blocks "out of order", or do not release all entries in a block, forcing the player to assemble the timeline of events out of what clues they have, and draw certain conclusions independently until (or if) the AIs can be convinced to be more forthcoming. In most cases, the player can, after reading a log entry, show its content to the currently active AI. This is the primary process by which additional information and message blocks are revealed. Players can also type in an entry's alphanumeric ID in the main log menu to obtain it directly, as long as its corresponding block is decrypted.