Darkness holds one of the primal fears of mankind. But why are we afraid of it? We are afraid, because something might be lurking in the utter blackness and when it is trying to harm us we will not see it coming. Since it easier for us to deal with the tangible than with the abstract, we tend to antropomorphise our feelings. And this leads to the birth of the bogeyman, our manifested anxieties. Especially children with their more vivid imagination combined with all their insecurities – born out of inexperience – are prone to conjuring them up. And since your fear can be turned against you, parents use it to make their children behave – as cruel as this might be. Yes fear is a powerful tool: Whomever you are afraid of has control over you. And this is one of the main themes of Bogeyman.
In this cyberpunk adventure's intro, we witness Joshua Reevs receiving a new task. Several technical achievements, like the hover board or the aircar, have become commonplace in every day life of 2099 in the twilight of omnipresent neon billboards located in run-down corners of shady districts. Those are inhabited by gangsters, thieves and day labourers, and order is only barely maintained through the constant droning of the giant screens, but also such respectable law enforcement officers as Joshua, whose military instincts have been sharpened fighting on the front lines. None other than the governor of Union City, capital of America's New Order, Hugh Martens, is the customer acting quite mysteriously. The almost omnipotent mega-corp Genesis, exerting its power on the government through straw men, has been threatened and attacked by an underground terrorist group. One of the gouvernor's agents, disguised as a journalist, has not returned from a meeting with the terrorists. So Mr. Reevs, aka the player, finds himself on top of the apartment building where said agent Simon Ruby used to live.
By the mid-90s, the few former CD-i exclusive titles were being ported to other systems. This sequel didn't even make it to its original home anymore, but instead, it only came out for MacOS and MS-DOS. A clearer statement about the commercial viability of further CD-i releases couldn't have been possible.
Voyeur II places itself in by then known waters. From a remote cabin (which isn't even connected to the regular power grid, but runs solely on solar energy – which turns into one of the issues to solve to finish the game), the player uses his video camera to spy on and record what's going on in the mansion across a canyon. There, a typical 1980s soap opera unfolds. The filthy rich owner of a pharmaceutical company has met an untimely death. It may have been murder. His former associates, friends and family delve into intrigues over who will take control of the company assets. And if the player doesn't prevent it, another murder will take place the same night.