| Code Age | |
|---|---|
Logo for theCode Age project | |
| Developer | Square Enix |
| Publisher | Square Enix |
| Creator | Yusuke Naora |
| Platforms | Mobile phone,PlayStation 2 |
| First release | Code Age Archives February 12, 2005 |
| Latest release | Code Age Brawls December 19, 2005 |
Code Age (コード・エイジ,Kōdo Eiji) is a 2005 multimedia franchise developed and published bySquare Enix. It was created byYusuke Naora and split between three projects; themangaCode Age Archives, the mobilerole-playing video gameCode Age Brawls, and thePlayStation 2action role-playing gameCode Age Commanders.Code Age uses ascience fiction setting on the inner surface of a hollow world similar to aDyson sphere. The narratives revolve around an apocalyptic threat to civilization, with the protagonists gaining powers from absorbing monsters dubbed the Otellos.
The concept forCode Age was created in 2002, being adopted into Square Enix's "polymorphic content" strategy of producing series across multiple platforms and media. The development team behind the project went under the name "Warhead". Naora led production and created the story for the series, Toshiyuki Itahana designed the characters and directedCommanders, andKumi Tanioka composed the music forCommanders andBrawls. The manga was created by Aya Kyu under Warhead's supervision, with Naora designing the characters.
The mangaArchives was serialisedMonthly Shōnen Gangan from 2005 to 2006. The console gameCommanders was planned for a Western release, but this was cancelled after the translation had been completed. The mobile entryBrawls operated for less than a year before closing down in September 2006. Reception ofCommanders andBrawls was generally positive from Western critics, thoughCommanders met with low sales in Japan. TheCode Age project was also noted for its ambitious multimedia approach at the time.
Code Age is a multimedia franchise developed and published by Japanese companySquare Enix. The franchise, created by artistYusuke Naora, is divided between three projects;Code Age Archives,Code Age Brawls, andCode Age Commanders.[1] While the threeCode Age projects are different genres and media, all share the samescience fiction-themed universe, taking place over a prolonged span of time.[1][2] Each project was abbreviated using a lettering formula; "CAA" stood forArchives, "CAB" forBrawls, and "CAC" forCommanders.[2]
The series takes place inside an "intraglobular world" (球内世界,kyuunai sekai), a fictional hollow world similar to aDyson sphere, with people living on its internal surface; at the sphere's center is the Central Code, a structure which resets the world every ten thousand years by wiping out the current civilization in an event called the Reborn. In an attempt to survive the next Reborn, its residents construct Arks around the Central Code. The plan fails as the Arks are struck out of orbit, and the population is attacked by Otellos, a species that mutates people into mindless Coded. Ark survivors can absorb Coded, transforming into powerful warriors dubbed Warheads. Survivors splinter into factions, some fighting each other and others hiding underground.[1][3][4] The narrative of each property is standalone, but also ties into the storylines of the otherCode Age projects.[5] Recurring characters across the different media include Gene, a protagonist fromCommanders; and R, who appears inBrawls and acts as a central antagonist inArchives.[5][6][7]
| Code Age Archive | |
| コード・エイジ アーカイヴズ ~最後におちてきた少女~ (Kōdo Eiji Ākaivuzu: Saigo ni Ochite Kita Shōjo) | |
|---|---|
| Genre | Science fiction[1] |
| Created by | Warhead |
| Manga | |
| Written by | Aya Kyu |
| Published by | Square Enix |
| Imprint | Gangan Comics |
| Magazine | Monthly Shōnen Gangan |
| Original run | February 12, 2005 –February 10, 2006 |
| Volumes | 3 |
Code Age Archive: Saigo ni Ochite Kita Shōjo is amanga that follows Thayne and Nico, high school friends who survive the collapse of the Arks and are forced to survive the ruined world.[1] It began serialization in Square Enix'sMonthly Shōnen Gangan magazine on February 12, 2005, with the first issue incorporating full color panels.[8] The final issue was published on February 10, 2006.[9] A prequel chapter was released as a pre-order bonus forCommanders bundled with the first issue in color.[10] The manga was released in three volumes by Square Enix on July 22 and October 12, 2005, and March 22, 2006.[11]
Code Age Brawls: Futatsu no Kodō is arole-playing video game released formobile phones. It released five episodes between December 15, 2005 and July 3, 2006.[6][12] The game follows Lost L, a survivor transformed into an incomplete Warhead and forced to consume other Warheads to survive.[12][13] Gameplay has the character going through an episodic narrative and fighting in command-based battles, with multiplayer allowing different players to fight each other.[14] Western previews of the game's pre-release demo gave praised to its graphics,[15][16] while a Japanese review at release praised the combat while faulting frequent server connection issues during multiplayer matches.[14]
Code Age Commanders: Tsugu Mono Tsugareru Mono is anaction role-playing game released for thePlayStation 2 on October 13, 2005.[10] Taking the role of multiple characters in the aftermath of the Reborn, the player navigatesmissions fighting opponents in real-time combat, evolving their character over the course of the game and using skills which are inherited by each playable character in turn.[17][18] Reception toCommanders was positive overall, with many citing its gameplay as enjoyable despite a lack of depth, and praise was given to its story and art design.[17][19][20][21]
Naora created the concept forCode Age in 2002 as a contrast to his work onFinal Fantasy andSaGa; a world which could play host to multiple stories. He created the concept prior to the 2003 merger ofSquare withEnix to become Square Enix.[2][5] Following the merger,Code Age was adopted into Square Enix's plan for "polymorphic content", a marketing and sales strategy to "[provide] well-known properties on several platforms, allowing exposure of the products to as wide an audience as possible"; this approach includedCompilation of Final Fantasy VII and theWorld of Mana.[2][22] Naora's original concept was for the two video gamesCommanders andBrawls due to Square's focus on gaming, creating the mangaArchives following the merger as Enix had a manga publishing division.[2] While an anime would have been a more traditional media expansion, Naora wanted to avoid assumptions that the games were an anime spin-off.[5] While he felt pressure from Square Enix's management due to the project's ambition, he felt greater pressure finding the right staff for each project.[2]
Each of theCode Age titles was developed or overseen by "Warhead", a development body created by Naora to manage the franchise.[5][23] The "Warhead" team was notable as it was led by artists rather than traditional game developers.[24] Naora acted as producer and supervisor for theCode Age projects, in addition to creating concept artwork.[2][25] The development team forCommanders featured many of the same staff asFinal Fantasy Crystal Chronicles.[26] Toshiyuki Itahana created the lead character designs forCommanders andBrawls; he also directedCommanders, with the game being his debut as a director.[25][27] The music for the two game properties was composed byKumi Tanioka.[28] The manga was illustrated by Aya Kyu, a then-new artist who would later create the manga adaptation ofPersona 4 Arena.[23][29]
The narrative theme ofCode Age how people react and behave when terrible events happen around them; he was inspired by a phenomenon he saw of people having detached attitudes to car accidents and natural disasters not experienced in person. The design of the lead characters focused on their hair first, and incorporated contemporary references into their clothing design.[2] The gameplay design ofCommanders, particularly its customization system, was intended to appeal to a Western audience.[5] ForBrawls, the development team wanted to expand upon the multiplayer communication system used forBefore Crisis: Final Fantasy VII.[25] Naora created the character designs forArchives, with CGI artwork from the otherCode Age projects being incorporated into the manga.[5] The comic was created on a PC computer, turning CGI illustrations of the characters into the manga art, then adding in backgrounds and speech bubbles. Naora commented that particular attention was paid to the art as many of the series leads were artists themselves.[30]
Trademarks for theCode Age properties were registered in March 2004.[31]Commanders andArchives were announced first,[23] with the announcement ofBrawls coinciding with Square Enix showing the franchise off with a trailer at a press conference prior toE3 2005.[15][32] Naora and the team were concerned about releasingCommanders outside Japan as it would coincide with the release window of thePlayStation 3.[33] He also said that furtherCode Age projects would depend on public reception ofCommanders andBrawls.[2] BothCommanders andBrawls were scheduled for a 2006 release in North America,[34] but ultimately none of theCode Age franchise was released outside Japan.[35]Brawls was shut down on September 30, 2006.[36] Square Enix confirmed the following year that theCode Age titles would not be published by them overseas.[37] Localization staff member Christopher "Koji" Fox, who later notably worked onFinal Fantasy XIV, had completed the translation ofCommanders before Square Enix cancelled its localization.[38]
Code Age Commanders sold 37,000 units in its first week of release in Japan, a strong start for a new franchise; debuting at number two in the game sales charts.[39] It sold over 61,000 copies in Japan by the end of 2005.[40] UltimatelyRPGFan attributed the localization's cancellation on both low sales and poor reception in Japan.[37]
Julian Aiden ofHardcore Gamer noted Square Enix's ambition in attempting to launch multiple linked projects in this way despite its ultimate failure.[35]Play Magazine's Nick DesBarres noted that the involved nature of theCode Age project and complexities of releasing all three properties at once impeded any chances of localization.[19] Similarly,Siliconera's Spencer Yip negatively felt that the series's multimedia status made importingCommanders less appealing due to the missing story context.[20]
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