Code Age
Code Age | |
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![]() Logo for the Code Age project | |
Developer(s) | Square Enix |
Publisher(s) | Square Enix |
Creator(s) | Yusuke Naora |
Platform(s) | 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 by Square Enix. It was created by Yusuke Naora and split between three projects; the manga Code Age Archives, the mobile role-playing video game Code Age Brawls, and the PlayStation 2 action role-playing game Code Age Commanders. Code Age uses a science fiction setting on the inner surface of a hollow world similar to a Dyson sphere. The narratives revolves around an apocalyptic event threatening the current civilization, with the protagonists gaining powers from absorbing the Otellos, monsters hunting the remnants of humanity.
The concept for Code Age was created in 2002, with the series forming part of 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 directed Commanders, and Kumi Tanioka composed the music for Commanders and Brawls. The manga was created by Aya Kyu under Warhead's supervision, with Naora designing the characters.
Archives was serialised Monthly Shōnen Gangan from 2005 to 2006. Commanders was planned for a Western release, but this was cancelled after the translation had been completed. Brawls operated for less than a year before closing down in September 2006. Reception of Commanders and Brawls was generally positive from Western critics, though Commanders met with low sales in Japan. The Code Age project was also noted for its ambitious multimedia approach at the time.
Overview
Code Age is a multimedia franchise developed and published by Japanese company Square Enix. The franchise, created by artist Yusuke Naora, is divided between three projects; Code Age Archives, Code Age Brawls, and Code Age Commanders.[1] While the three Code Age projects are different genres and media, all share the same science fiction-themed universe, taking place over a prolonged span of time.[1][2] Each project was abbreviated using a lettering formula; "CAA" stood for Archives, "CAB" for Brawls, and "CAC" for Commanders.[2] The narrative of each property is standalone, but also ties into the storylines of the other Code Age projects.[3] Recurring characters across the different media include Gene, a protagonist from Commanders; and R, who appears in Brawls and acts as a central antagonist in Archives.[3][4][5]
The series takes place inside an "intraglobular world" (球内世界, kyuunai sekai), a fictional hollow world similar to a Dyson sphere, with people living on its internal surface; at the sphere's center is the Central Code, a structure which resets the world even ten thousand years by wiping out the current civilization in an event called the Reborn. In an attempt to survive the next Reborn, humanity constructs Arks around the Central Code. The plan fails as the Arks are struck out of orbit, and humans come under attack by Otellos, a species that can warp humans 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][6][7]
Code Age Archives
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) | |
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Genre | Science fiction[1] |
Created by | Warhead |
Manga | |
Written by | Aya Kyu |
Published by | Square Enix |
Imprint | Gangan Comics |
Magazine | Monthly Shōnen Gangan |
Demographic | Shōnen |
Original run | February 12, 2005 – February 10, 2006 |
Volumes | 3 |
Code Age Archive: Saigo ni Ochite Kita Shōjo is a manga that follows Thayne and Nico, high school friends who survive the collapse of the Arks and are forced to survive the ruined world.[1] The manga was illustrated by Aya Kyu, a then-new artist who would later create the manga adaptation of Persona 4 Arena.[8][9] It began serialization in Square Enix's Monthly Shōnen Gangan magazine on February 12 2005, with the first issue incorporating full color panels.[10] The final issue was published on February 10, 2006.[11] A prequel chapter was released as a pre-order bonus for Commanders bundled with the first issue in color.[12] The manga was released in three volumes by Square Enix on July 22 and October 12, 2005, and March 22, 2006.[13]
Code Age Brawls
Code Age Brawls: Futatsu no Kodō is a role-playing video game released for mobile phones. It released five episodes between December 15, 2005 and July 3, 2006.[4][14] The game follows Lost L, a human who transforms into an incomplete Warhead and is forced to consume other Warheads to survive.[14][15] Gameplay has the character going through an episodic narrative and fighting in command-based battles, with multiplayer allowing different players to fight each other.[16]
Code Age Commanders
Code Age Commanders: Tsugu Mono Tsugareru Mono is an action role-playing game released for the PlayStation 2 on October 13, 2005.[12] Taking the role of multiple protagonists as they navigate the aftermath of the Reborn, the player navigates missions fighting opponents in real-time combat, evolving their character over the course of the game and skills which are inherited by each playable character in turn.[17][18]
History
Naora created the concept for Code Age in 2002, wanting to create something unlike his work Final Fantasy and SaGa; a world which could play host to multiple stories. He created the concept prior to the 2003 merger of Square and Enix to become Square Enix.[2][3] Code Age formed part of Square Enix's plan to develop "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 included Compilation of Final Fantasy VII and the World of Mana.[2][19] Naora's concept was created independent of this policy, and he later said that while there was pressure from the company when creating Code Age as a multimedia franchise, the greater pressure was finding the right staff.[3] His original concept was just for Commanders and Brawls, as Square had development divisions for both console and mobile games. After the merger with Enix, which had a manga publishing division, Naora decided to extend Code Age further through Archives.[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.[3]
Each of the Code Age titles was developed or overseen by "Warhead", a development body created by Naora to manage the franchise.[8][3] The "Warhead" team was notable as it was led by artists rather than traditional game developers.[20] The development team for Commanders featured many of the same staff as Final Fantasy Crystal Chronicles.[21] Naora acted as producer and supervisor for the Code Age projects, in addition to creating concept artwork.[2][22] Toshiyuki Itahana created the lead character designs for Commanders and Brawls; he also directed Commanders, with the game being his debut as a director.[22][23] The music for the two game properties was composed by Kumi Tanioka.[24]
The narrative theme of Code 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 of Commanders, particularly its customization system, was intended to appeal to a Western audience.[3] For Brawls, the development team wanted to expand upon the multiplayer communication system used for Before Crisis: Final Fantasy VII.[22] Naora created the character designs for Archives, with CGI artwork from the other Code Age projects being incorporated into the manga.[3] 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.[25]
Trademarks for the Code Age properties were registered in March 2004.[26] Commanders and Archives were announced first,[8] with the announcement of Brawls coinciding with Square Enix showing the franchise off with a trailer at a press conference prior to E3 2005.[27][28] Naora and the team were concerned about releasing Commanders outside Japan as it would coincide with the release window of the PlayStation 3.[29] He also said that further Code Age projects would depend on public reception of Commanders and Brawls.[2] Both Code Age Commanders and Code Age Brawls were apparently schedule for a 2006 release in North America,[30] but ultimately none of the Code Age franchise was released outside Japan.[31] Brawls closed down on September 30, 2006.[32] Square Enix confirmed the following year that the Code Age titles would not be published by them overseas, attributed by RPGFan to low sales and poor reception in Japan.[33] Localization staff member Christopher "Koji" Fox, who later notably worked on Final Fantasy XIV, said that he had completed the translation of Commanders before Square Enix decided not to release the game outside Japan.[34]
Reception
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 charts behind Dragon Ball Z: Budokai Tenkaichi.[35] It sold over 61,000 copies in Japan by the end of 2005.[36]
Julian Aiden of Hardcore Gamer noted Square Enix's ambition in attempting to launch a franchise in this way despite its ultimate failure.[31] As part of a review of Commanders, Play Magazine's Nick DesBarres noted that the involved nature of the Code Age project and complexities of releasing all three properties at once impeded any chances of localization.[37] Similarly as part of a Commanders review, Siliconera's Spencer Yip negatively felt that the series's multimedia status made importing Commanders less appealing due to the missing story context.[38]
Reception to Commanders 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][37][38][39] Western reactions to Brawls during its demos in Japan was positive, with praise going to its impressive graphics; IGN described it as "stunning", especially noting the games very detailed character models, and GameSpot called it "incredible" for the smooth use of textures.[28][40] Reviewing the initial release, ITMedia praised the combat as refreshing compared to other games on the market, but negatively noted frequent server connection issues during multiplayer matches.[16]
References
- ^ a b c d e Payton, Ryan (2005-08-04). "Dawn of a New Age". 1Up.com. Archived from the original on 2016-06-21. Retrieved 2022-04-01.
- ^ a b c d e f g h Payton, Ryan (2005-08-05). "Commander of Code Age Speaks". 1Up.com. Archived from the original on 2012-11-03. Retrieved 2022-04-01.
- ^ a b c d e f g h IGN Staff (2005-07-31). "Square Enix 2005: Yusuke Naora Interview". IGN. Archived from the original on 2005-08-02. Retrieved 2007-07-23.
- ^ a b ついに『コード・エイジ ブロウルズ ~二つの鼓動~』最終章が配信!. Famitsu (in Japanese). 2006-07-03. Archived from the original on 2006-07-13.
- ^ Warhead; Kyu, Aya (2006-03-22). "Code 11: Lost". Code Age Archive (in Japanese). Vol. 3. Square Enix. ISBN 978-1421539577.
{{cite book}}
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- ^ a b c さまざまなメディアで展開する「コード・エイジ プロジェクト」公式サイトがオープン――スクウェア・エニックス. ITMedia (in Japanese). 2005-04-04. Archived from the original on 2020-09-29. Retrieved 2022-04-01.
- ^ Sahdev, Ishaan (2012-07-24). "Persona 4: Arena Getting Manga Series Next Month". Siliconera. Archived from the original on 2012-11-12. Retrieved 2022-04-01.
- ^ 少年ガンガン3月号 2月12日発売!!. Square Enix (in Japanese). Archived from the original on 2006-04-30. Retrieved 2022-04-01.
- ^ 少年ガンガン3月号 2月10日発売!. Square Enix (in Japanese). Archived from the original on 2006-04-23. Retrieved 2022-04-01.
- ^ a b スクウェア・エニックス、PS2「コード・エイジ コマンダーズ」コミック版の第0話単行本など4つの予約特典を公開. Game Watch Impress (in Japanese). 2005-08-26. Archived from the original on 2013-06-10. Retrieved 2022-04-01.
- ^ ガンガンコミックス. Square Enix (in Japanese). Archived from the original on 2006-06-18. Retrieved 2022-04-01.
- ^ a b スクウェア・エニックス、オンライン対戦対応のRPGアプリ iモード「コード・エイジ ブロウルズ」配信開始. Game Watch Impress (in Japanese). 2005-12-20. Archived from the original on 2013-06-10. Retrieved 2022-04-01.
- ^ Eller, Ian; Beck, Adrienne (2005-07-27). "Code Age Starts Brawl, Reveals Story". RPGamer. Archived from the original on 2011-07-15. Retrieved 2011-02-16.
- ^ a b 2005年、スクエニが満を持して投入する「コード・エイジ ブロウルズ」とは?. ITMedia (in Japanese). 2005-12-28. Archived from the original on 2021-11-23. Retrieved 2022-03-31.
- ^ a b Gantayat, Anoop (2005-10-18). "Code Age Commanders Playtest". IGN. News Corporation. Retrieved 2007-07-23.
- ^ Karlin, David (2005-10-17). "Code Age Commanders PS2 Preview". 1UP.com. Ziff Davis. pp. 1–2. Archived from the original on 2007-09-27. Retrieved 2007-07-26.
- ^ Day, Ashley (February 2011). "Featured: The Secrets of Mana". Retro Gamer (85). Imagine Publishing: 24–31. ISSN 1742-3155.
- ^ GameSpot Staff (2005-03-31). "Square Enix announces new RPG". GameSpot. Archived from the original on 2007-09-30. Retrieved 2007-07-24.
- ^ 「最近目指しているのは,洗練された美しいドット絵,ですね」――FF誕生以前から,アルバム「FINAL FANTASY TRIBUTE ~THANKS~」までを,スクウェア・エニックスのデザイナー・渋谷員子氏に振り返ってもらった. 4Gamer.net (in Japanese). 2013-03-16. Archived from the original on 2015-06-29. Retrieved 2013-03-21. Translation Archived 2016-05-18 at the Wayback Machine
- ^ a b c リアルタイム対戦でケータイゲームの限界突破へ──スクエニ「コード・エイジ」の挑戦. ITMedia (in Japanese). 2005-12-29. Archived from the original on 2021-12-02. Retrieved 2022-03-31.
- ^ Harris, Craig (2007-05-17). "Interview: Final Fantasy Crystal Chronicles". IGN. Archived from the original on 2012-10-24. Retrieved 2022-04-01.
- ^ 谷岡 久美. Square Enix (in Japanese). Archived from the original on 2012-02-05. Retrieved 2022-03-31.
- ^ 【スク・エニパーティ】「コード・エイジ」&「鋼の錬金術師」ステージイベント実施!. Dengeki Online (in Japanese). 2005-07-31. Archived from the original on 2022-03-31. Retrieved 2022-04-01.
- ^ Tanaka, John (2004-09-09). "Square Enix Registers Code Age". IGN. Retrieved 2022-03-31.
- ^ スクエニ、携帯向け3DオンラインRPG「コード・エイジ ブロウルズ」を開発. ITMedia (in Japanese). 2005-05-18. Archived from the original on 2021-03-05. Retrieved 2022-03-31.
- ^ a b "E3 2005: Code Age Brawls". IGN. 2005-05-18. Archived from the original on 2016-06-24. Retrieved 2016-04-19.
- ^ Payton, Ryan (2005-08-03). "Review: Code Age Commanders". 1Up.com. Archived from the original on 2016-06-21. Retrieved 2022-04-01.
- ^ Young, Billy (2005-08-19). "Code Age Commanders Site Updated". RPGamer. Archived from the original on 2016-03-03. Retrieved 2007-07-23.
- ^ a b Aiden, Julian (2014-10-18). "Code Age: The Square Enix Franchise We Never Experienced". Hardcore Gamer. Archived from the original on 2014-10-20. Retrieved 2016-04-19.
- ^ コード・エイジブロウルズ. Code Age Brawls website (in Japanese). Archived from the original on 2006-10-05. Retrieved 2022-04-01.
- ^ Gann, Patrick (2006-05-11). "E3 2006: What Happened To Code Age?". RPGFan. Archived from the original on 2006-10-19. Retrieved 2022-04-01.
- ^ "The Lore Train: Interview With Michael-Christopher Koji Fox (Fernehalwes)". Gamer Escape. 2013-06-23. Archived from the original on 2013-06-27. Retrieved 2022-04-01.
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