Telling Lies
game
5/5/2026

Telling Lies

bySam Barlow, Half Mermaid, Furious Bee Limited
8.2
The Verdict
"Telling Lies is a brave, if occasionally stubborn, evolution of the FMV genre. It demands a level of intellectual investment that few modern titles have the courage to ask for. While the UI choices regarding video navigation are frustratingly archaic, the strength of the writing and the brilliance of the search-driven discovery make it a landmark in interactive storytelling. It isn't just a game about lies; it's a game about the labor of truth."

Gallery

Screenshot 1
View
Screenshot 2
View
Screenshot 3
View
Screenshot 4
View

Key Features

The Keyword Search Engine: The primary gameplay loop involves typing words into a search bar to retrieve video clips. If a character says "California" in a video, that video appears in your results.
Asymmetric Conversations: Most clips show only one side of a video call. You must use context, timing, and environmental clues to deduce who is on the other end and what they are responding to.
The Five-Result Limit: A crucial design constraint that prevents you from seeing the whole story at once. To find later or earlier clips, you must find more specific "niche" words mentioned within the footage.
Prestige Production Values: Moving beyond indie constraints, the game features high-definition cinematography and a cast of established Hollywood actors, elevating the "FMV" label to a cinematic standard.

The Good

Superb Acting: The cast delivers nuanced, television-quality performances.
Deep Discovery: The "first five results" rule creates genuine detective work.
Technical Polish: The simulated OS is incredibly immersive and stable.

The Bad

Aggravating Rewind: The manual rewind mechanic is a major friction point.
Opaque Ending: The "final" trigger can feel arbitrary depending on your path.
Increased Scope: Some may find the narrative less tight than Her Story.

In-Depth Review

Bottom Line: An ambitious, prestige-tier expansion of the FMV genre that proves more data isn't always better for the detective's soul, though its mechanical stubbornness will test your patience.

The Search Engine as a Character

The brilliance of Telling Lies lies in its intentional friction. In most modern games, developers bend over backward to ensure "quality of life"—they want to remove every possible hurdle between the player and the content. Barlow does the opposite. The search tool is clunky, the database is fragmented, and the first-five-results rule is an arbitrary wall. Yet, this wall is what makes it a game.

Because you can’t just search "the" or "and" to see everything, you are forced to listen. You look for the unique identifiers: a specific brand of beer, a child’s toy, or a niche technical term. When you find a new clip because you guessed a keyword based on a character’s background, the hit of dopamine is genuine. You aren't just following a plot; you are curating a timeline. This creates a unique "Aha!" moment when two disparate clips finally click together, revealing a betrayal or a hidden motive that you—and only you—uncovered in that specific order.

The Problem with the Scrubbing

However, there is a fine line between "narrative friction" and "mechanical tedium." The loudest criticism from the community—and one I find myself agreeing with—is the lack of a proper scrubbing or "skip to start" feature. Clips in Telling Lies can run for several minutes. If you find a clip because a character says your keyword at the very end, the game drops you at that exact timestamp. To see the beginning of the video, you must manually rewind.

In Her Story, clips were seconds long, so this wasn't an issue. Here, holding down a virtual rewind button while watching a video play backward at 2x speed feels like a disrespect of the player's time. Barlow argues this reinforces the "work" of the investigator, but in practice, it often breaks the narrative flow. You find a crucial piece of evidence, but instead of processing the revelation, you're stuck holding a button for forty seconds. It's a rare instance where the skeuomorphism of the laptop interface actively harms the user experience.

A Study in One-Sidedness

The narrative itself is a masterclass in writing for the "unseen." Watching Logan Marshall-Green react to a silent partner on the other end of a call requires the player to engage in a high level of active deduction. You start noticing the pauses. You start timing the responses. Eventually, you find the other side of the call, and you realize the tone you imagined was completely wrong. This is where Telling Lies succeeds most: it highlights the subjectivity of truth. It’s a mature, somber reflection on how much of our lives are lived through lenses and how easily those recordings can be misinterpreted without the full context.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.