Post Script
As the spiritual sequel to Sam Barlow’s 2015 game Her Story, Telling Lies was designed to build on the database-searching magic rather than simply repeating the trick. Here, Barlow explains some of Telling Lies’ unorthodox design choices, which exist to blur the limited particulars of how we currently interact with both film and videogames.
Telling Lies feels like a significant evolution over Her Story. What were the areas you focused on developing, and why?
The thing I didn’t want to do was a True Detective season two, or, seeing some people call it an interactive movie: ‘That annoys me – why does that annoy me?’ And really embracing that, thinking about the ways in which it’s more novelistic than cinematic, and the ways in which the interactivity gives you the ability to play with what a film performance looks like.
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