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.
The time has come. The night of all nights has arrived, where I will dive into darkness. Evil awakens and a nightmare comes true: Dracula rules our city of New York and the lord of darkness is also the head of the local corporation for cyber-genetics, cyber-space, cyber-surgery, cyber-technology, cyber-weapons and cyber-surveillance. Appropriately, it has been a very long time since the city has seen any light; we are in an apparently endless night.
From science fiction to horror – still within dime novel territory. On the journey from one major city to another, your coach gets lost and you find yourself in a remote village in the middle of nowhere – where (to the player at least) it is quite apparent that a vampiric plague is afoot. Can you survive the night and put an end to this curse? For sure. Can this game really live up to its bold claim to carry on the tradition of Level 9, one of the most prolific producers of text adventures in history? Not really, though that would have been asking too much anyway.