Sneak King

Sneak King received mixed reviews, but the project was a financial success and resulted in millions of units being sold.

Burger King's Russell Klein would attribute the three-game project as being the driving force behind the company's 40% quarterly sales increase.

[1] Sneak King's gameplay consists of four levels to explore: the Saw Mill, Cul-De-Sac, Construction Zone, and Downtown.

In this mode, the player can freely explore the area without noise or sight detection and use the minimap to see unlocked challenges and non-player characters (NPCs).

Erik Brudvig of IGN described this narrow cone of vision as being similar to those of Metal Gear Solid.

When presenting food, a Flourish meter appears which quickly fills and empties, requiring a timed button press.

[6] In the fall of 2005, Blitz Games entered into talks with Burger King and the development began in February 2006.

Swan and Jarvis held daily conference calls with Burger King and Microsoft's Xbox division throughout the development period.

"[5] By showing an example of their workflow process, Blitz Games hoped to bridge the presentation gap between the companies that could potentially "cripple the project.

[5] Burger King's creative control over the game impacted its development defined as a set of rules.

With the usual hazards and competition elements of the video games removed, the developers decided upon a stealth format with no human opponents.

[10] In January 2007, the marketing firm Crispin Porter + Bogusky stated that more than 2.7 million games were sold in the promotion.

[11] It was reported that more than 3.2 million copies were sold, although Sneak King distinct sales were not given, in Game Developer's April 2007 issue.

[5] GameSpot's Jeff Gerstmann described it as weird and poorly made, but concluded that "Sneak King is a one-trick pony that is an interesting curiosity with a subversive sense of humor.

Although noting the presence of game-breaking bugs, he said the budget game was worth purchasing because of its food delivery dances.

Brudvig also noted that the graphics were impressive for the cost of the game, but the interactive maps were found to be quite limited and environmentally sparse.

It was affirmed by Russell Klein that Burger King attributed the majority of that success to the game project.