This card is no Shortcut, that much is for sure. It's not fast so you have to get at least two moves before it does anything, and it costs a whole resource too. Your target has to be unrevealed, and not only that but your path toward that target will be interrupted if any locations along the way are also unrevealed or if there are non-aloof, non-massive enemies between you and your destination. But, for all those conditions, there is no built-in upper limit to the number of moves The Truth Beckons grants you, and in the right scenario, you can easily move three or even four times with it. To make this work, you need to either double back along a long path where you revealed multiple locations, or you can chase after a teammate who went out of their way to reveal a bunch of locations, in which case you can "leap frog" them with The Truth Beckons to the next unrevealed one. Not every scenario is going to have opportunities like this though, and while you might be satisfied that this card wasn't completely dead if it grants you just a second move, it will be strictly worse than Shortcut in that situation. So, where does The Truth Beckons pull ahead of Shortcut?
Slight spoilers for some scenarios ahead, in particular the location layouts.
Obviously, completely linear scenarios where you are crammed in with your teammates like The Essex County Express are right out. If this card is in your deck for a scenario like that, it's just its lackluster icons. A lot of Exploring in The Forgotten Age results in new locations being revealed in a linear fashion and players moving to and revealing new locations as they put them into play, so you can probably forget this for the majority of that campaign. In the core set mini-campaign, The Truth Beckons is probably okay for The Midnight Masks as the city of Arkham is quite a sprawl, and you might double back to search remote locations for cultists and clues.
Carcosa contains a couple of scenarios where this is a winner, though. As the most compelling example, The Unspeakable Oath ends by asking the players to trek all the way out from the depths of the asylum to escape, a task which is made difficult by the fact that the exit is a whole five locations away. Happily, unlike a lot of "resign to escape" endings, you do not start off revealing the exit, so in an ideal scenario (maybe you ask a teammate to clear out enemies that spawn along the way) this card generates four move actions and comes close to ending the game on the spot, which is unparalled value for a level zero card. Bonus points if you get your buddy out too using their Safeguard!
Spoilers over now, back to general analysis and a conclusion.
The Truth Beckons is far too narrow and conditional to be a staple movement card, but there are scenarios where it has the opportunity to blow you away with just how many actions it can generate. Foreknowledge of what you're up against helps a lot - don't play this into a scenario you know nothing about - and so does collaboration between you and your team to make it work. This is another level zero card that really makes Adaptable shine too, so any Rogues with access to The Truth Beckons should keep this card in mind. When it comes to interesting deckbuilding, I think the "narrow but situationally powerful" design of cards like this blows the "universally good but rarely fantastic" design of things like Shortcut completely out the water. I am delighted that a card like this exists, even if it won't make the cut over Shortcut in the majority of decks.