
BrokenLore: DON'T LIE is a Japanese psychological horror game exploring trauma, isolation, and a fractured reality where perception becomes increasingly unreliable.
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About

Step into the life of Junko, a hikikomori whose carefully controlled world begins to unravel as the past resurfaces in ways she can no longer ignore.
Raised by a father who was always present but never truly there, Junko learned early to retreat inward. When her few attempts at connection were met with rejection and humiliation, she shut herself away from the outside world.
As the boundaries between memory and reality begin to fracture, familiar places transform into reflections of her past. Through exploration, unsettling encounters, and the gradual unravelling of Junko's story, she must confront the people, experiences, and emotions she has spent years trying to escape before she loses herself completely.
Japanese First-person psychological horror: Explore, investigate, and survive within a grounded, slow-burn descent into paranoia and perception.
Confined exploration: Search Junko’s apartment and surrounding distorted spaces through messages, files, and environmental clues to uncover hidden truths.
Tension: Stay out of sight and move carefully as an unseen presence begins to track your behaviour.
Fractured reality: Shift between familiar environments and warped liminal spaces shaped by Junko’s memories, where her memories and fears manifest.
BrokenLore Series: DON'T LIE is part of the “BrokenLore” series of games that can be played and enjoyed as a standalone story.
Wired Productions: Produced by psychological narrative specialists, Wired Productions - adding additional layers of narrative and depth, for a richer experience.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese*, Korean, Polish, Portuguese - Portugal, Russian, Simplified Chinese, Traditional Chinese +3 more
Engagement
Reviews
Themes across 90 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Article disponible : https://legeekparesseux.fr/test-gaming/brokenlore-dont-lie Voilà, encore une fois, je termine en larmes après avoir terminé un second opus de BrokenLore… Décidément, cette licence aura ma peau ! DON’T LIE est un jeu que j’attendais avec énormément d’impatience. Il faut dire que j’avais tout simplement adoré le premier opus, DON’T WATCH. Ce dernier avait déjà réussi à me toucher et à jouer avec ma sensibilité. Autant dire que je savais donc à quoi m’attendre avec ce nouvel épisode… du moins, en partie. DON’T LIE reprend cette dimension émotionnelle, mais j’ai clairement eu l’impression qu’elle montait d’un cran. Là où DON’T WATCH misait davantage sur son aspect horrifique, ce nouvel opus s’intéresse beaucoup plus à l’humain et à tout ce que peut ressentir Junko. Ce n’est absolument pas un défaut. Bien au contraire ! L’absence de jump scares et d’horreur plus classique pourrait laisser penser que le jeu est moins inquiétant. Pourtant, ce n’est pas du tout le cas. Le malaise reste présent tout au long de l’aventure et repose principalement sur l’ambiance sonore, les environnements et tout ce que le jeu nous laisse imaginer. Comme je l’expliquais plus haut dans mon test, DON’T LIE est également magnifique. Les décors sont particulièrement soignés et certains environnements donnent réellement envie de s’arrêter quelques secondes pour les observer. Mais de beaux décors ne font évidemment pas tout. Ajoutez une musique inquiétante, quelques sons suffisamment bien placés et cette sensation permanente de ne pas savoir ce qui peut se trouver derrière nous… et l’ambiance change immédiatement. C’est justement cette combinaison qui donne à DON’T LIE toute sa dimension horrifique. Le jeu ne cherche pas forcément à nous faire sursauter. Il préfère installer progressivement cette sensation de malaise et d’angoisse. On avance, on observe, on écoute et on se demande constamment si quelque chose ne va pas surgir. Avec un casque sur les oreilles, l’expérience prend d’ailleurs une toute autre dimension. Le travail réalisé sur l’ambiance sonore est vraiment remarquable et contribue énormément à cette sensation de tension permanente. Le fait de pouvoir utiliser une arme apporte également quelque chose d’intéressant au gameplay. Surtout que, comme souvent dans BrokenLore, ce choix n’est évidemment pas là par hasard. Cette arme fait directement écho au jeu vidéo préféré de Junko et au fameux petit jeu auquel elle joue dans son appartement. Sans vouloir vous spoiler, cette passion pour les jeux vidéo ne concerne d’ailleurs pas uniquement Junko. Un autre personnage déjà mentionné dans l’univers de BrokenLore partage lui aussi cette particularité : Hideo. Son importance ne s’arrête d’ailleurs pas là puisqu’il sera au centre du prochain spin-off, DON’T PLAY. Vous l’aurez donc compris : BrokenLore: DON’T LIE est, pour moi, une véritable réussite. Le jeu propose une approche différente de l’horreur, plus émotionnelle et psychologique, mais cela fonctionne particulièrement bien. J’ai été touchée par l’histoire de Junko, par son personnage et par tout ce que cette aventure permet de découvrir autour d’elle. Le titre réussit également à conserver cette ambiance si particulière qui fait le charme de BrokenLore, tout en proposant quelque chose de différent. Un grand merci une nouvelle fois à Serafini Productions pour nous proposer de telles pépites. BrokenLore est définitivement devenue l’une de mes licences de jeux d’horreur préférées et, forcément, j’ai déjà terriblement hâte de découvrir la suite ! Pour celles et ceux qui ne se sont pas encore lancés dans l’aventure, sachez qu’il n’est jamais trop tard pour découvrir BrokenLore. Commencez par DON’T WATCH, plongez ensuite dans DON’T LIE et laissez-vous porter par leurs histoires. Vous ne le regretterez pas !
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Hours played at review time, across 90 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Junko is a young girl whose traumatic experiences during her youth have caused her to withdraw from the outside world. She has become a social recluse, something that has unfortunately become increasingly common among today’s youth. Living alone in a tiny apartment, Junko spends much of her time peeking through the peephole in her front door into the dark corridor outside. However, she is trying to overcome her condition by calling someone she met at a recovery clinic. When she is rejected and suffers a panic attack, her front door suddenly opens, leading to a place that should not exist. BrokenLore is a series of horror games that works almost like an anthology, with the individual titles connected through recurring themes, objects, and characters such as Little Anne, a living doll. This particular entry takes that concept a step further as it is part of the DON'T trilogy, with each game focusing on one of three friends who met at the same recovery clinic. The gameplay is standard for a first person horror game, with movement and interaction making up the majority of the controls. In an effort to maintain immersion, there are no visual clues or waypoints to guide you. Instead, you have to get close to objects and look for a closed eye icon. Once you position the camera over it, the eye opens, indicating that you can press the interaction button. But there is not much to interact with. Aside from a few objects inside Junko’s small apartment, most of the game takes place in so-called liminal spaces, consisting of huge and mostly empty locations with nothing of interest. Progression is linear, with you following a predetermined path, occasionally opening a door and listening to Junko’s comments along the way. The game is divided into four chapters, excluding the introduction, with each chapter introducing something new. After completing a section, you return to the apartment, which serves as the transition point between chapters. Here, you learn more about the story and look through the peephole at a strange man wearing a rabbit mask before walking through the front door and entering the next chapter. Each chapter incorporates locations, memories, and objects from Junko’s life, although they are often exaggerated. You might encounter enormous pills rolling down a staircase or a room filled with birthday balloons. The chapters also constantly shift between locations, with one door sometimes leading somewhere completely different from where you would expect. Thankfully, the game avoids the usual collection of tedious logic puzzles involving keycodes and randomly hidden objects. The only puzzle that really stands out takes place in a playground where you have to walk across a sequence of colored tiles. For everything else, progression is straightforward. One of the more interesting elements comes from a platforming game that Junko plays on her television between chapters. The game is not merely something you watch, as you actually get to play it. You control a knight who fights colorful and cute creatures such as bats and bears with a sword. You can collect coins, double jump, and perform air dashes to avoid enemies and obstacles. Unfortunately, you never get to finish the game because your session is always interrupted by a knock at the door. The platforming game also has a direct influence on the chapters. This becomes particularly noticeable in the second chapter, where Junko obtains the same sword and uses it to fight the same fuzzy and cartoonish creatures inside a real life subway. Combat is quite simple because most enemies die after a single slash. You can also defend yourself and automatically recover health after a short period. Other threats appear throughout the remaining chapters. Some involve using your phone to flash eyes while hiding behind pillars to avoid their gaze. Others require you to avoid being pushed over an edge, while there are also occasional chase and hiding sequences. Some encounters can kill you instantly, but this is not particularly frustrating thanks to the frequent checkpoints. Another feature borrowed from the platforming game are chests. These chests contain a tablet displaying one of Junko’s questions about a particular issue in life, followed by an answer from an AI represented as an anime girl. There are generally two chests in each chapter, although one chapter is linear and does not contain any. Each chest requires a golden key, which is usually found before the chest or somewhere nearby. This means that finding a chest without a key is usually a good reason to explore the surrounding area before progressing too far. Unfortunately, the linear structure of the game makes these collectibles very easy to miss. Sections become inaccessible once you move forward, while keys and chests are sometimes located in completely different areas. Fortunately, once you complete the game, you can select individual chapters directly from the main menu. This makes collecting any missed chests much easier since you do not have to replay the entire game. There are still a couple of achievements that require a full playthrough, however. One asks you to complete the game without dying, while another requires you to finish it in under two hours. The biggest issue is one that appears to affect the series as a whole: optimization. The visual quality seems to depend more on your hardware than on the graphical settings themselves. Regardless of whether I selected low or high settings, many textures remained blurry and low quality. The darkness in some sections is another problem. Certain areas are extremely dark despite having no obvious source of illumination. This is particularly strange because Junko carries a phone that is used as a flashlight during certain sequences. Unfortunately, you cannot pull it out and use it as a flashlight whenever you want.
看到你这个切片就购买了,里面有一位神似故人,是你吗,千草爱音
玩过系列之前的作品,这一部还是那个味!游戏的质量确实是不错的,在同类游戏当中也算精品了~
the game is good, but too many plot hole. i'm still curious about the story of junko and the other. the plot twist is insane i dunno when i setup graphic in epic but still blurry texture? i'll give it 7,5
OOOPA!!! GAMEIROS E GAMEIRAS VIM AQUI PASSA A CALL DO JOGO DO TERROR BRONKENLORE DONT LIE QUER NICE PRA JOGAR EM MODO HISTORIA E JOGABILIDADE E ENRENDO BOM E COM GRAFICOS LEGAL E RECOMENDO.
这一部讲围绕撒谎展开的,还是破碎怪谈的味道,出了门就和做梦一样,梦到什么关卡就做什么内容,今天晚上实在打不动了,改日再战,
이 시리즈는 기본 퀄리티는 보장해주지만 가격대비 아쉬운 점들이 꽤나 보이는 느낌이었지만 브로큰 로어 세계관이 궁금하기도 해서 매번 플레이 하지만 이번에는 1시간 단위 분량으로 더 축소되었고 어디선가 많이 본거와 본인 게임의 재탕으로 마무리 되었다 다만 LOW 시리즈의 앤과 재활센터 3인방중 준코와 간접적이 아닌 직접적인 조우가 이번작에 찰나의 순간 있긴 있었다. 히데오의 Don't Play와 어센트가 예정되어 있는데 어떤식으로 연계될지 기대해봐도 좋을까?
Très cool , ça donne envie de faire les autres <3
뭔가 굉장히 난해 합니다. 제발 준코야 약은 잘 챙겨먹자 이겨낼 수 있어 아자아자 화이팅 힘내라고! 전작을 안하고 해서 그런지 이해가 잘 안간건가? 싶긴한데 그래도 어느정도는 이해갔음 근데 뭔가 애매한 느낌? 좀 더 스토리 보완되면 좋을 것 같음 그나저나 준코야 약은 진짜 잘 챙겨먹고 낮엔 해 좀 보고 산책도 하고 밥도 잘 챙겨먹고 게임만하지 말아야한다~
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