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Code Age Commanders

Code Age Commanders: Tsugu Mono Tsugareru Mono (コード・エイジ コマンダーズ ~継ぐ者 継がれる者~) is a Japan-exclusive action role-playing game developed and published by Square Enix on October 13, 2005, for the PlayStation 2. It is part of the Code Age series, a franchise created by video game artist Yusuke Naora and designed to span different interweaved titles in multiple platforms and media. The series consists of Commanders, the mobile phone game Code Age Brawls, and the manga Code Age Archives. The story depicts the struggles of people surviving in a fictional "intraglobular world" menaced by an impending destruction, mysterious warped creatures, and different factions warring against each other. The game focuses successively on the viewpoints of four main protagonists.

Code Age Commanders:
Tsugu Mono Tsugareru Mono
Developer(s)Square Enix
Publisher(s)Square Enix
Director(s)Toshiyuki Itahana
Producer(s)Yusuke Naora
Designer(s)Kazuhiko Aoki
Programmer(s)Mitsuru Kamiyama
Artist(s)Yusuke Naora
Toshiyuki Itahana
Writer(s)Masato Yagi
Composer(s)Kumi Tanioka
Yasuhiro Yamanaka
SeriesCode Age
Platform(s)PlayStation 2
Release
  • JP: October 13, 2005
Genre(s)Action role-playing
Mode(s)Single-player

The concept for Code Age was created in 2002 by Yusuke Naora, becoming incorporated into Square Enix's polymorphic content policy of showing off their properties across multiple media. The development was handled by a group dubbed "Warhead", and featured multiple developers from Final Fantasy Crystal Chronicles including director and character designer Toshiyuki Itahana, and composer Kumi Tanioka. Reviews of the game were relatively positive, with high praises of its graphics and art direction but more mixed feelings for its complex and atypical gameplay.

Gameplay edit

Code Age Commanders is an action role-playing game divided in missions, in which the goal is to fight enemies called "Coded" to reach a certain area of the map, where a boss must sometimes be defeated. The player controls one character while other allies are computer-controlled and must not die for the mission to be successful.[1] Between two missions, the player can select in a menu numerous optional cut scenes to watch and which reveal the memories of the Coded defeated,[2] while stages already completed can be re-explored. The game features four successive main playable characters, and items and skills learned by one is each time passed to the next.[3]

 
Gene battles against two enemies

Weapons are equipped on both hands of the characters and are used with the circle and cross buttons. Pressing both buttons in succession is necessary to execute combos. The other buttons are used to lock focus onto an enemy, guard, dash, or manually change the camera angle. The number of attacks and blocks is limited by an energy meter for each arm, which decreases after each move but replenishes with time.[2]

A third meter increases after each combo and allows when maxed out to perform a "Code Drive" attack. Executed with the triangle button, a Code Drive triggers a brief close-up sequence in which a blue circle appears around the character. If the player presses a second button before the circle shifts to red, a powerful special attack will be unleashed. If the enemy blocks the Code Drive, a second, shorter close-up sequence is triggered. Enemies can also perform Code Drives, in which case the player's button press allows for protection rather than attack. Executing Code Drives frequently can cause the weapon used to upgrade, or the character to go into a "Code Crisis"; a mode which reduces speed and renders immune to attack, but slowly drains hit points.[3]

Customization edit

In addition to Coded, enemy creatures include "Otellos", which can either be defeated normally or be absorbed, mutating one of the protagonist's arm into a new form with new abilities. Depending on their types, absorbed Otellos can be used to fight, heal or be shot as a projectile weapon.[1] Multiple Otellos can be absorbed into each arm and switched for usage, although gathering too many may result in an "Overload" mode in which attack power is boosted; but one Otello must be dropped quickly or the character's hit points will decrease steadily and continually.[3]

Characters do not level up in a way similar to standard role-playing games; instead, stats evolve according to two coexistent systems. The "Self Evolution System" alters stats and skills depending on their usage during battle: for instance, a repeated use of left-handed attacks increases the character's left arm strength, while running around often increases their speed.[1] The second system is the "Code Extension" mode, in which Code Points can be spent on either of the two arms or up to four body slots to increase their stats or acquire new skills.[2] Code Points are earned after each mission in amounts that depend on the quantity of "Dropped Code" collected from defeated enemies, as well as mission clear time, and damage done and taken.[4] When replaying completed stages, the number of Code Points earned is the difference between the player's highest past score for the mission and the new score obtained.[3]

Plot edit

Setting edit

Code Age Commanders is set in 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. The center of the sphere is occupied by the "Central Code", a spherical structure which goes through a transformation called "Reborn" about every ten thousand years, destroying all life on the globe and allowing for the birth of a new one.[3]

The game begins near the end of a Central Code cycle, while mankind has learned about the impending disaster and built "Arks", flying stations intended to float in the sky and house most of them in a deep sleep state for the duration of the Reborn. The operation works for one hundred years before objects falling from the Central Code hit the Arks and cause them to crash to the surface. Its passengers die or awake, now at the mercy of those who remained on the ground as well as the Otellos; a new, warped species which arose from the dropped pieces of the Central Code. The Otellos seek humans to turn them into mindless puppets named "Coded", although the mutation fails on people from the Arks and results in free and extremely evolved hybrids called "Warheads".[3][5]

Knowing this, several humans seek Otellos voluntarily to become Warheads and try to protect mankind with the powers gained from the mutation. Several armed factions form with differing points of view on the way to save the world, while the Reborn still has not been completed.[6]

Characters edit

The events of the game unfold successively from the viewpoints of four different Warhead protagonists. The first one is Gene, a young man who becomes amnesic after the Arks accident. He is the son of professor Alvin, one of the builders of the Arks, who disappeared some time after the accident.[6] While searching for his sister Aliz kidnapped by a strange creature, Gene is mutated into a Warhead and watches his arm turning into a weapon during a battle against some Otellos.[5] He is assisted by a small floating companion named Pake,[7] and is later joined by the Warhead Kilroy, who was an assistant to professor Alvin, and Meme, a mysterious but determined, optimistic young female Warhead.[8]

The second protagonist, Fiona, is a soldier of the White Army of Guinevere, who saved her life. Commander Guinevere, a Warhead, was a female scientist who worked in the Arks with professor Alvin. Fiona is initially very loyal to Guinevere, but becomes more reluctant following the death of a friend and the commander's changing, more dominating behavior.[6]

The third protagonist is Gerald, a member of the Black Army of Sullivan. Also very loyal, Gerald nevertheless wonders why people do not unite to face the common threat represented by the Otellos. Commander Sullivan was another companion of professor Alvin and Guinevere, and also became a Warhead. His divergence of opinions with the White Army forced him to gather his own distinct army.[6]

The fourth and final protagonist is Haze Healy, a member of the Keepers, a faction opposed to both the White and Black Armies.[3]

Development edit

Artist Yusuke 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.[7][9] 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.[9][10] 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.[9]

The development team was nicknamed "Warhead" and specifically assembled for the game, with its lead developers Naora and Toshiyuki Itahana belonging to the art field rather than project management.[11] The production team of Commanders shared multiple staff with Final Fantasy Crystal Chronicles.[12] Naora acted as producer and concept artist.[13] Itahana acted as both director and character designer, with Code Age Commanders being his debut as a director.[14] Additional character designs were created by Yasuhisa Izumisawa. Kazuhiko Aoki acted as planning director, the lead programmer was Mitsuru Kamiyama, and the event planner team was led by Masato Yagi.[15] Kazuko Shibuya worked on the UI design.[12] Akitoshi Kawazu acted as executive producer.[13]

Naora wanted to create a unique world, with the main narrative theme being 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.[9] The non-optional event scenes of the game are fully voiced. Several connections to the mobile phone game Code Age Brawls and the manga Code Age Archives were put throughout the game, so that information learnt from it could be used by players and readers of the other installments to understand the full picture.[7] The character designs began with creating a character's hair, with their clothing incorporating contemporary references.[9] The complex control system was intended to mimic the feeling of dual-wielding weapons in each hand. The focus on customization features in the gameplay was designed by Naora to appeal to the American market.[7] The CGI cutscenes were created by Digital Media Lab.[16]

Music edit

The music was primarily composed by Kumi Tanioka, who had previously worked on Crystal Chronicles and also created the music for Code Age Brawls.[17] Some tracks were composed by Yasuhiro Yamanaka. who also worked as an arranger and remixer.[18][19] Tanioka described her work on the game as emulating "rhythmic dance music" with a melodramatic atmosphere. The music was highly frenetic with few gaps between waveforms, with Tanioka later feeling she musically attacked the game.[20] The game had a sound staff of six, covering the arranging and remixing of Tanioka's music, sound effects and sound programming.[21] The orchestral arrangements of the tracks "Prologue" and "Airship" were co-produced by Tanioka and Norihito Sumitomo.[18] Due to Yamanaka's particular mixing style, Tanioka did not do all the arranging herself as she had done on earlier projects.[20] The theme song "Memory Pocket" was written and performed by Ko Shibasaki.[22][23] A soundtrack album was released by Square Enix on October 19, 2005, covering two discs and featuring 80 music tracks.[21] "Memory Pocket" was released as the B-side to Shibasaki's single Sweet Mom by Universal Music Group on October 5, 2005, in Japan, and was included in her second album Hitori Asobi published by Universal Music Group on 2006-12-14 in Japan.[22]

Code Age Commanders Original Soundtrack Disc 1
No.TitleLength
1."Intraglobular World" (球内世界)0:51
2."Prologue" (プロローグ)3:12
3."History" (ヒストリー)2:22
4."Code Extension" (コードエクステンション)0:49
5."Nightmare" (ナイトメア)1:38
6."Keid Crater ☆" (ケイド・クレーター☆)2:14
7."Keid Crater ★" (ケイド・クレーター★)2:11
8."Stadium Mark ☆" (スタジアム跡☆)2:07
9."Stadium Mark ★" (スタジアム跡★)1:43
10."Col Hydrae ☆" (コル・ヒドラエ遺跡☆)2:57
11."Col Hydrae ★" (コル・ヒドラエ遺跡★)1:51
12."Mintakah Valley ☆" (ミンタカ渓谷☆)2:08
13."Mintakah Valley ★" (ミンタカ渓谷★)1:55
14."Regulus Town ☆" (レグルス市街☆)2:13
15."Regulus Town ★" (レグルス市街★)1:54
16."Muphrid Palace ☆" (ムフリッド宮殿☆)2:03
17."Muphrid Palace ★" (ムフリッド宮殿★)2:25
18."Elnath Power Plant ☆" (エルナトパワープラント☆)2:40
19."Elnath Power Plant ★" (エルナトパワープラント★)1:53
20."Gomeisa Marsh ☆" (ゴメイザ湿原☆)1:47
21."Gomeisa Marsh ★" (ゴメイザ湿原★)3:12
22."Alhena Desert ☆" (アルヘナ砂漠☆)1:40
23."Alhena Desert ★" (アルヘナ砂漠★)1:56
24."Sirius Volcano ☆" (シリウス火山☆)3:12
25."Sirius Volcano ★" (シリウス火山★)2:44
26."Zaurak Terminal ☆" (ザウラク・ターミナル☆)1:42
27."Zaurak Terminal ★" (ザウラク・ターミナル★)1:45
28."Mirzam Island ☆" (ミルザム島☆)2:07
29."Mirzam Island ★" (ミルザム島★)2:00
30."Alphecca Island Collapse" (アルフェッカ島 崩壊)2:25
31."Alphecca Island Great War" (アルフェッカ島 大戦)2:44
32."World Inside Haze's Brain" (ヘイズ脳内世界)2:02
33."End" (エンド)0:15
34."Stage Clear" (ステージクリア)1:02
35."Main Theme" (メインテーマ)4:03
Total length:73:42
Code Age Commanders Original Soundtrack Disc 2
No.TitleLength
1."Demonstration" (デモンストレーション)1:14
2."Introduction" (イントロダクション)1:54
3."Gene" (ジーン)1:34
4."Gerald" (ジェラルド)1:17
5."Fiona" (フィオナ)1:12
6."Haze" (ヘイズ)1:31
7."Aliz" (アリーズ)2:12
8."Alvin" (アルヴィン)1:03
9."Guinevere" (ギネヴィア)0:53
10."Sullivan" (サリヴァン)0:55
11."Ashe" (アッシュ)1:31
12."Memory" (記憶)1:30
13."Thought" (思い)1:02
14."Recollection" (回想)1:22
15."Reunion" (再会)0:42
16."Coded" (コーデッド)0:53
17."Serious" (シリアス)1:52
18."Reign" (君臨)0:57
19."Comical" (コミカル)0:20
20."Fear" (恐怖)0:26
21."Fate" (宿命)1:18
22."Facing the War" (臨戦)2:16
23."Aggressive Behavior" (戦闘態勢)1:10
24."Gene's Determination" (ジーン 決意)1:14
25."Airwing" (エアウィング)2:01
26."Havel" (ハヴェル)1:40
27."Vient" (ヴェイント)1:41
28."Aliz Duo Carillon" (アリーズデュオカリオン)1:52
29."Ashe Hetero Carillon" (アッシュヘテロカリオン)1:40
30."Decisive Battle Gerald" (決戦 ジェラルド)1:19
31."Decisive Battle Fiona" (決戦 フィオナ)1:21
32."Decisive Battle Haze" (決戦 ヘイズ)1:23
33."Decisive Battle Gene" (決戦 ジーン)3:46
34."Epilogue Gene" (エピローグ ジーン)3:01
35."Epilogue Gerald" (エピローグ ジェラルド)1:09
36."Epilogue Fiona" (エピローグ フィオナ)1:17
37."Locus" (軌跡)1:44
38."Ending" (エンディング)5:57
39."Otello Picture Collection" (オテロ図鑑)0:39
40."Otello On" (オテロオン)0:47
41."Otello On Battle" (オテロオン バトル)1:34
42."Main Theme (PubMix)" (メインテーマ(Pub Mix))3:34
43."Gomeisa Marsh ☆ (Recode Edition)" (ゴメイザ湿原☆(Recode Edition))1:53
44."Keid Crater ☆ (Effect Mix)" (ケイドクレーター☆(Effeet Mix))1:48
45."Theme Ashe (Otero Mix)" (テーマ アッシュ(Otero Mix))1:22
Total length:71:46

Release edit

A trademark for Code Age Commanders was registered by Square Enix in September 2004 alongside other trademarks relating to the Code Age project.[24] The game was announced in March 2005 through an issue of Japanese gaming magazine Famitsu, at which time the game was 50% complete.[11] The Code Age website was opened the following month.[25] As with the Compilation, each project was abbreviated using a lettering formula; "CAA" stood for Archives, "CAB" for Brawls, and "CAC" for Commanders.[9] Commanders was released on October 13, 2006. The initial pre-order bonus was a 40-page full color setting collection dubbed "Visual Code" and a clear. Later two more items were added; a book containing a previously-unpublished prequel chapter of the manga Archives called "Genetic Code" and the full color version of the first issue, and two postcards featuring Code Age project art.[26][27] A strategy guide was published on November 30.[28]

A subtitled trailer for the Code Age project was shown off by Square Enix at E3 2005.[29] In another interview where concern was raised about it not appearing in Square Enix's Western release schedule, Naora said the team had concerns about launching it within the release window of the PlayStation 3.[30] While at one point Commanders was reported as being scheduled for a 2006 North American release,[31] none of the Code Age projects ultimately left Japan.[32] Localization staff member Christopher "Koji" Fox, who later notably worked on Final Fantasy XIV, said that he completed the translation of Commanders before Square Enix decided not to release the game outside Japan.[33]

Reception edit

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.[37] It sold over 61,000 copies in Japan by the end of 2005.[38] The game scored 32 out of 40 in the Japanese gaming magazine Famitsu; 7.5 out of 10 in the American Play Magazine; and 78 out of 100 on the gaming website GameBrink.Com.[4][35][39] Nevertheless, the gaming site Siliconera reported overall low sales in Japan and attributed the absence of a North American release to this lukewarm response.[40]

GameBrink.Com highly praised the quality of the graphics and animation of the game, and compared them to those of the Kingdom Hearts titles. The site greatly lauded the music and sound effects, stating that they set the mood well and tie in with the visuals; and comparing their style to that of "Final Fantasy and Phantasy Star mixed together". Siliconera also considered the character design interesting and original, although they felt the textures were "blocky sort" and the environments consisted mostly of wide fields.[4][40]

However, GameBrink.Com felt that the gameplay, user-friendly even to non-Japanese players, consists of too much repetitive button mashing despite featuring characters with different abilities. The Code Extension mode was considered imperfectly implemented, seeming as if it were "tacked on […] late in development", being totally optional yet difficult not to use to survive in the later missions. Calling the gameplay "shallow", the site stated that "the soundtrack would probably be a better purchase than the actual game".[4] On its part, Siliconera noted that while the gameplay may seem complex for using every button on the controller, thirty minutes were enough to grasp how to play the game. The site felt the missions were designed with good pacing and replayability value, but added that hardcore role-playing game fans could dislike the lack of exploration, puzzle, and standard role-playing game principles.[40] Siliconera praised the story and did not report any issue concerning it, although it regretted that playing and reading the other installments of the franchise was necessary for a thorough understanding of all plot points.[40]

References edit

  1. ^ a b c Gantayat, Anoop (2005-07-31). "Square Enix 2005: Code Age Playtest". IGN. News Corporation. Retrieved 2007-07-23.
  2. ^ a b c Gantayat, Anoop (2005-10-18). "Code Age Commanders Playtest". IGN. News Corporation. Retrieved 2007-07-23.
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  12. ^ a b 「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). March 16, 2013. from the original on June 29, 2015. Retrieved March 21, 2013. Translation May 18, 2016, at the Wayback Machine
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  17. ^ . Square Enix (in Japanese). Archived from the original on 2012-02-05. Retrieved 2022-03-31.
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  19. ^ . Square Enix (in Japanese). Archived from the original on 2009-06-11.
  20. ^ a b 自ら音楽のアプローチに挑んだ『ファイナルファンタジー・クリスタルクロニクル』──谷岡久美×安藤武博 対談【サウンドコンポーザーに訊く!/連載第11回・後編】. Sisilala TV (in Japanese). from the original on 2020-01-07. Retrieved 2022-04-01.
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  25. ^ 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. from the original on 2020-09-29. Retrieved 2022-04-01.
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  33. ^ "The Lore Train: Interview With Michael-Christopher Koji Fox (Fernehalwes)". Gamer Escape. 2013-06-23. from the original on 2013-06-27. Retrieved 2022-04-01.
  34. ^ (PS2) コード・エイジ コマンダーズ ~継ぐ者 継がれる者~. Famitsu (in Japanese). No. 879. Enterbrain. 2005-10-07. p. 196.
  35. ^ a b . Metacritic. CNET Networks. 2007. Archived from the original on 2008-09-23. Retrieved 2007-07-26.
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  37. ^ Fahey, Rob (2005-10-21). "Japan Charts: No.2 debut for Square Enix' new franchise". GamesIndustry.biz. Eurogamer Network. Retrieved 2007-07-26.
  38. ^ "2005年ゲームソフト年間売上TOP500" [2005 Game Software Annual Sales Top 500]. Famitsū Gēmu Hakusho 2006 ファミ通ゲーム白書2006 [Famitsu Game Whitebook 2006] (in Japanese). Tokyo: Enterbrain. 2006-05-15. p. 378. ISBN 4-7577-2814-X. from the original on 2015-06-27.
  39. ^ "Code Age Commanders Reviews". GameRankings. CNET Networks. Retrieved 2007-07-26.
  40. ^ a b c d Spencer (2005-11-19). . Siliconera. Archived from the original on 2006-02-28. Retrieved 2007-07-26.

External links edit

  • Official website (in Japanese)

code, commanders, tsugu, mono, tsugareru, mono, コード, エイジ, コマンダーズ, 継ぐ者, 継がれる者, japan, exclusive, action, role, playing, game, developed, published, square, enix, october, 2005, playstation, part, code, series, franchise, created, video, game, artist, yusuke, na. Code Age Commanders Tsugu Mono Tsugareru Mono コード エイジ コマンダーズ 継ぐ者 継がれる者 is a Japan exclusive action role playing game developed and published by Square Enix on October 13 2005 for the PlayStation 2 It is part of the Code Age series a franchise created by video game artist Yusuke Naora and designed to span different interweaved titles in multiple platforms and media The series consists of Commanders the mobile phone game Code Age Brawls and the manga Code Age Archives The story depicts the struggles of people surviving in a fictional intraglobular world menaced by an impending destruction mysterious warped creatures and different factions warring against each other The game focuses successively on the viewpoints of four main protagonists Code Age Commanders Tsugu Mono Tsugareru MonoDeveloper s Square EnixPublisher s Square EnixDirector s Toshiyuki ItahanaProducer s Yusuke NaoraDesigner s Kazuhiko AokiProgrammer s Mitsuru KamiyamaArtist s Yusuke NaoraToshiyuki ItahanaWriter s Masato YagiComposer s Kumi TaniokaYasuhiro YamanakaSeriesCode AgePlatform s PlayStation 2ReleaseJP October 13 2005Genre s Action role playingMode s Single player The concept for Code Age was created in 2002 by Yusuke Naora becoming incorporated into Square Enix s polymorphic content policy of showing off their properties across multiple media The development was handled by a group dubbed Warhead and featured multiple developers from Final Fantasy Crystal Chronicles including director and character designer Toshiyuki Itahana and composer Kumi Tanioka Reviews of the game were relatively positive with high praises of its graphics and art direction but more mixed feelings for its complex and atypical gameplay Contents 1 Gameplay 1 1 Customization 2 Plot 2 1 Setting 2 2 Characters 3 Development 3 1 Music 4 Release 5 Reception 6 References 7 External linksGameplay editCode Age Commanders is an action role playing game divided in missions in which the goal is to fight enemies called Coded to reach a certain area of the map where a boss must sometimes be defeated The player controls one character while other allies are computer controlled and must not die for the mission to be successful 1 Between two missions the player can select in a menu numerous optional cut scenes to watch and which reveal the memories of the Coded defeated 2 while stages already completed can be re explored The game features four successive main playable characters and items and skills learned by one is each time passed to the next 3 nbsp Gene battles against two enemies Weapons are equipped on both hands of the characters and are used with the circle and cross buttons Pressing both buttons in succession is necessary to execute combos The other buttons are used to lock focus onto an enemy guard dash or manually change the camera angle The number of attacks and blocks is limited by an energy meter for each arm which decreases after each move but replenishes with time 2 A third meter increases after each combo and allows when maxed out to perform a Code Drive attack Executed with the triangle button a Code Drive triggers a brief close up sequence in which a blue circle appears around the character If the player presses a second button before the circle shifts to red a powerful special attack will be unleashed If the enemy blocks the Code Drive a second shorter close up sequence is triggered Enemies can also perform Code Drives in which case the player s button press allows for protection rather than attack Executing Code Drives frequently can cause the weapon used to upgrade or the character to go into a Code Crisis a mode which reduces speed and renders immune to attack but slowly drains hit points 3 Customization edit In addition to Coded enemy creatures include Otellos which can either be defeated normally or be absorbed mutating one of the protagonist s arm into a new form with new abilities Depending on their types absorbed Otellos can be used to fight heal or be shot as a projectile weapon 1 Multiple Otellos can be absorbed into each arm and switched for usage although gathering too many may result in an Overload mode in which attack power is boosted but one Otello must be dropped quickly or the character s hit points will decrease steadily and continually 3 Characters do not level up in a way similar to standard role playing games instead stats evolve according to two coexistent systems The Self Evolution System alters stats and skills depending on their usage during battle for instance a repeated use of left handed attacks increases the character s left arm strength while running around often increases their speed 1 The second system is the Code Extension mode in which Code Points can be spent on either of the two arms or up to four body slots to increase their stats or acquire new skills 2 Code Points are earned after each mission in amounts that depend on the quantity of Dropped Code collected from defeated enemies as well as mission clear time and damage done and taken 4 When replaying completed stages the number of Code Points earned is the difference between the player s highest past score for the mission and the new score obtained 3 Plot editSetting edit Code Age Commanders is set in 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 The center of the sphere is occupied by the Central Code a spherical structure which goes through a transformation called Reborn about every ten thousand years destroying all life on the globe and allowing for the birth of a new one 3 The game begins near the end of a Central Code cycle while mankind has learned about the impending disaster and built Arks flying stations intended to float in the sky and house most of them in a deep sleep state for the duration of the Reborn The operation works for one hundred years before objects falling from the Central Code hit the Arks and cause them to crash to the surface Its passengers die or awake now at the mercy of those who remained on the ground as well as the Otellos a new warped species which arose from the dropped pieces of the Central Code The Otellos seek humans to turn them into mindless puppets named Coded although the mutation fails on people from the Arks and results in free and extremely evolved hybrids called Warheads 3 5 Knowing this several humans seek Otellos voluntarily to become Warheads and try to protect mankind with the powers gained from the mutation Several armed factions form with differing points of view on the way to save the world while the Reborn still has not been completed 6 Characters edit The events of the game unfold successively from the viewpoints of four different Warhead protagonists The first one is Gene a young man who becomes amnesic after the Arks accident He is the son of professor Alvin one of the builders of the Arks who disappeared some time after the accident 6 While searching for his sister Aliz kidnapped by a strange creature Gene is mutated into a Warhead and watches his arm turning into a weapon during a battle against some Otellos 5 He is assisted by a small floating companion named Pake 7 and is later joined by the Warhead Kilroy who was an assistant to professor Alvin and Meme a mysterious but determined optimistic young female Warhead 8 The second protagonist Fiona is a soldier of the White Army of Guinevere who saved her life Commander Guinevere a Warhead was a female scientist who worked in the Arks with professor Alvin Fiona is initially very loyal to Guinevere but becomes more reluctant following the death of a friend and the commander s changing more dominating behavior 6 The third protagonist is Gerald a member of the Black Army of Sullivan Also very loyal Gerald nevertheless wonders why people do not unite to face the common threat represented by the Otellos Commander Sullivan was another companion of professor Alvin and Guinevere and also became a Warhead His divergence of opinions with the White Army forced him to gather his own distinct army 6 The fourth and final protagonist is Haze Healy a member of the Keepers a faction opposed to both the White and Black Armies 3 Development editArtist Yusuke 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 7 9 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 9 10 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 9 The development team was nicknamed Warhead and specifically assembled for the game with its lead developers Naora and Toshiyuki Itahana belonging to the art field rather than project management 11 The production team of Commanders shared multiple staff with Final Fantasy Crystal Chronicles 12 Naora acted as producer and concept artist 13 Itahana acted as both director and character designer with Code Age Commanders being his debut as a director 14 Additional character designs were created by Yasuhisa Izumisawa Kazuhiko Aoki acted as planning director the lead programmer was Mitsuru Kamiyama and the event planner team was led by Masato Yagi 15 Kazuko Shibuya worked on the UI design 12 Akitoshi Kawazu acted as executive producer 13 Naora wanted to create a unique world with the main narrative theme being 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 9 The non optional event scenes of the game are fully voiced Several connections to the mobile phone game Code Age Brawls and the manga Code Age Archives were put throughout the game so that information learnt from it could be used by players and readers of the other installments to understand the full picture 7 The character designs began with creating a character s hair with their clothing incorporating contemporary references 9 The complex control system was intended to mimic the feeling of dual wielding weapons in each hand The focus on customization features in the gameplay was designed by Naora to appeal to the American market 7 The CGI cutscenes were created by Digital Media Lab 16 Music edit The music was primarily composed by Kumi Tanioka who had previously worked on Crystal Chronicles and also created the music for Code Age Brawls 17 Some tracks were composed by Yasuhiro Yamanaka who also worked as an arranger and remixer 18 19 Tanioka described her work on the game as emulating rhythmic dance music with a melodramatic atmosphere The music was highly frenetic with few gaps between waveforms with Tanioka later feeling she musically attacked the game 20 The game had a sound staff of six covering the arranging and remixing of Tanioka s music sound effects and sound programming 21 The orchestral arrangements of the tracks Prologue and Airship were co produced by Tanioka and Norihito Sumitomo 18 Due to Yamanaka s particular mixing style Tanioka did not do all the arranging herself as she had done on earlier projects 20 The theme song Memory Pocket was written and performed by Ko Shibasaki 22 23 A soundtrack album was released by Square Enix on October 19 2005 covering two discs and featuring 80 music tracks 21 Memory Pocket was released as the B side to Shibasaki s single Sweet Mom by Universal Music Group on October 5 2005 in Japan and was included in her second album Hitori Asobi published by Universal Music Group on 2006 12 14 in Japan 22 Code Age Commanders Original Soundtrack Disc 1No TitleLength1 Intraglobular World 球内世界 0 512 Prologue プロローグ 3 123 History ヒストリー 2 224 Code Extension コードエクステンション 0 495 Nightmare ナイトメア 1 386 Keid Crater ケイド クレーター 2 147 Keid Crater ケイド クレーター 2 118 Stadium Mark スタジアム跡 2 079 Stadium Mark スタジアム跡 1 4310 Col Hydrae コル ヒドラエ遺跡 2 5711 Col Hydrae コル ヒドラエ遺跡 1 5112 Mintakah Valley ミンタカ渓谷 2 0813 Mintakah Valley ミンタカ渓谷 1 5514 Regulus Town レグルス市街 2 1315 Regulus Town レグルス市街 1 5416 Muphrid Palace ムフリッド宮殿 2 0317 Muphrid Palace ムフリッド宮殿 2 2518 Elnath Power Plant エルナトパワープラント 2 4019 Elnath Power Plant エルナトパワープラント 1 5320 Gomeisa Marsh ゴメイザ湿原 1 4721 Gomeisa Marsh ゴメイザ湿原 3 1222 Alhena Desert アルヘナ砂漠 1 4023 Alhena Desert アルヘナ砂漠 1 5624 Sirius Volcano シリウス火山 3 1225 Sirius Volcano シリウス火山 2 4426 Zaurak Terminal ザウラク ターミナル 1 4227 Zaurak Terminal ザウラク ターミナル 1 4528 Mirzam Island ミルザム島 2 0729 Mirzam Island ミルザム島 2 0030 Alphecca Island Collapse アルフェッカ島 崩壊 2 2531 Alphecca Island Great War アルフェッカ島 大戦 2 4432 World Inside Haze s Brain ヘイズ脳内世界 2 0233 End エンド 0 1534 Stage Clear ステージクリア 1 0235 Main Theme メインテーマ 4 03Total length 73 42 Code Age Commanders Original Soundtrack Disc 2No TitleLength1 Demonstration デモンストレーション 1 142 Introduction イントロダクション 1 543 Gene ジーン 1 344 Gerald ジェラルド 1 175 Fiona フィオナ 1 126 Haze ヘイズ 1 317 Aliz アリーズ 2 128 Alvin アルヴィン 1 039 Guinevere ギネヴィア 0 5310 Sullivan サリヴァン 0 5511 Ashe アッシュ 1 3112 Memory 記憶 1 3013 Thought 思い 1 0214 Recollection 回想 1 2215 Reunion 再会 0 4216 Coded コーデッド 0 5317 Serious シリアス 1 5218 Reign 君臨 0 5719 Comical コミカル 0 2020 Fear 恐怖 0 2621 Fate 宿命 1 1822 Facing the War 臨戦 2 1623 Aggressive Behavior 戦闘態勢 1 1024 Gene s Determination ジーン 決意 1 1425 Airwing エアウィング 2 0126 Havel ハヴェル 1 4027 Vient ヴェイント 1 4128 Aliz Duo Carillon アリーズデュオカリオン 1 5229 Ashe Hetero Carillon アッシュヘテロカリオン 1 4030 Decisive Battle Gerald 決戦 ジェラルド 1 1931 Decisive Battle Fiona 決戦 フィオナ 1 2132 Decisive Battle Haze 決戦 ヘイズ 1 2333 Decisive Battle Gene 決戦 ジーン 3 4634 Epilogue Gene エピローグ ジーン 3 0135 Epilogue Gerald エピローグ ジェラルド 1 0936 Epilogue Fiona エピローグ フィオナ 1 1737 Locus 軌跡 1 4438 Ending エンディング 5 5739 Otello Picture Collection オテロ図鑑 0 3940 Otello On オテロオン 0 4741 Otello On Battle オテロオン バトル 1 3442 Main Theme PubMix メインテーマ Pub Mix 3 3443 Gomeisa Marsh Recode Edition ゴメイザ湿原 Recode Edition 1 5344 Keid Crater Effect Mix ケイドクレーター Effeet Mix 1 4845 Theme Ashe Otero Mix テーマ アッシュ Otero Mix 1 22Total length 71 46Release editA trademark for Code Age Commanders was registered by Square Enix in September 2004 alongside other trademarks relating to the Code Age project 24 The game was announced in March 2005 through an issue of Japanese gaming magazine Famitsu at which time the game was 50 complete 11 The Code Age website was opened the following month 25 As with the Compilation each project was abbreviated using a lettering formula CAA stood for Archives CAB for Brawls and CAC for Commanders 9 Commanders was released on October 13 2006 The initial pre order bonus was a 40 page full color setting collection dubbed Visual Code and a clear Later two more items were added a book containing a previously unpublished prequel chapter of the manga Archives called Genetic Code and the full color version of the first issue and two postcards featuring Code Age project art 26 27 A strategy guide was published on November 30 28 A subtitled trailer for the Code Age project was shown off by Square Enix at E3 2005 29 In another interview where concern was raised about it not appearing in Square Enix s Western release schedule Naora said the team had concerns about launching it within the release window of the PlayStation 3 30 While at one point Commanders was reported as being scheduled for a 2006 North American release 31 none of the Code Age projects ultimately left Japan 32 Localization staff member Christopher Koji Fox who later notably worked on Final Fantasy XIV said that he completed the translation of Commanders before Square Enix decided not to release the game outside Japan 33 Reception editReceptionReview scoresPublicationScoreFamitsu32 out of 40 34 35 Play7 5 out of 10 36 GameBrink78 out of 100 4 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 37 It sold over 61 000 copies in Japan by the end of 2005 38 The game scored 32 out of 40 in the Japanese gaming magazine Famitsu 7 5 out of 10 in the American Play Magazine and 78 out of 100 on the gaming website GameBrink Com 4 35 39 Nevertheless the gaming site Siliconera reported overall low sales in Japan and attributed the absence of a North American release to this lukewarm response 40 GameBrink Com highly praised the quality of the graphics and animation of the game and compared them to those of the Kingdom Hearts titles The site greatly lauded the music and sound effects stating that they set the mood well and tie in with the visuals and comparing their style to that of Final Fantasy and Phantasy Star mixed together Siliconera also considered the character design interesting and original although they felt the textures were blocky sort and the environments consisted mostly of wide fields 4 40 However GameBrink Com felt that the gameplay user friendly even to non Japanese players consists of too much repetitive button mashing despite featuring characters with different abilities The Code Extension mode was considered imperfectly implemented seeming as if it were tacked on late in development being totally optional yet difficult not to use to survive in the later missions Calling the gameplay shallow the site stated that the soundtrack would probably be a better purchase than the actual game 4 On its part Siliconera noted that while the gameplay may seem complex for using every button on the controller thirty minutes were enough to grasp how to play the game The site felt the missions were designed with good pacing and replayability value but added that hardcore role playing game fans could dislike the lack of exploration puzzle and standard role playing game principles 40 Siliconera praised the story and did not report any issue concerning it although it regretted that playing and reading the other installments of the franchise was necessary for a thorough understanding of all plot points 40 References edit a b c Gantayat Anoop 2005 07 31 Square Enix 2005 Code Age Playtest IGN News Corporation Retrieved 2007 07 23 a b c Gantayat Anoop 2005 10 18 Code Age Commanders Playtest IGN News Corporation Retrieved 2007 07 23 a b c d e f g 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 a b c d e Gamer Code Age Commanders Reviews GameBrink pp 1 2 Archived from the original on 2007 11 09 Retrieved 2007 07 24 a b Clayton Phillip Beck Adrienne 2005 03 31 Square Enix Unscrambles Code Age Commanders Decodes First Details RPGamer Archived from the original on 2011 05 25 Retrieved 2007 07 23 a b c d Beck Adrienne 2005 09 10 Cast of Code Age Commanders Gains New Members RPGamer Archived from the original on 2007 09 30 Retrieved 2007 07 23 a b c d IGN Staff 2005 07 31 Square Enix 2005 Yusuke Naora Interview IGN Archived from the original on 2005 08 02 Retrieved 2007 07 23 McGrady Nathan Beck Adrienne 2005 04 07 Code Age Commanders Comes to Life RPGamer Archived from the original on 2007 09 30 Retrieved 2007 07 23 a b c d e f Payton Ryan 2005 08 05 Commander of Code Age Speaks 1UP com Archived from the original on 2012 11 03 Retrieved 2007 07 26 Day Ashley February 2011 Featured The Secrets of Mana Retro Gamer 85 Imagine Publishing 24 31 ISSN 1742 3155 a b GameSpot Staff 2005 03 31 Square Enix announces new RPG GameSpot Archived from the original on 2007 09 30 Retrieved 2007 07 24 a b 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 March 16 2013 Archived from the original on June 29 2015 Retrieved March 21 2013 Translation Archived May 18 2016 at the Wayback Machine a b コード エイジ コマンダーズ 継ぐ者 継がれる者 プレイスタイルに応じて 腕 が進化 Famitsu in Japanese 2005 10 09 Archived from the original on 2005 11 01 Retrieved 2021 03 07 Harris Craig 2007 05 17 Interview Final Fantasy Crystal Chronicles IGN Archived from the original on 2012 10 24 Retrieved 2022 04 01 Square Enix 2005 10 13 Code Age Commanders PlayStation 2 Square Enix Scene Credits コード エイジ コマンダーズ 継ぐ者 継がれる者 Digital Media Lab in Japanese Archived from the original on 2011 05 01 Retrieved 2022 04 01 谷岡 久美 Square Enix in Japanese Archived from the original on 2012 02 05 Retrieved 2022 03 31 a b Tanioka Kumi 2005 10 19 Code Age Commanders Original Soundtrack liner notes in Japanese Square Enix SQEX 10053 4 Retrieved on 2022 04 01 Scans 山中 康央 Square Enix in Japanese Archived from the original on 2009 06 11 a b 自ら音楽のアプローチに挑んだ ファイナルファンタジー クリスタルクロニクル 谷岡久美 安藤武博 対談 サウンドコンポーザーに訊く 連載第11回 後編 Sisilala TV in Japanese Archived from the original on 2020 01 07 Retrieved 2022 04 01 a b コード エイジ コマンダーズ オリジナル サウンドトラック Square Enix in Japanese Archived from the original on 2007 01 03 Retrieved 2022 04 01 a b 柴咲コウ ディスコグラフィー Universal Music Japan in Japanese Universal Music Group 2006 Archived from the original on 2007 07 09 Retrieved 2007 07 24 スクウェア エニックス PS2 コード エイジ コマンダーズ 柴咲コウさんのテーマソングが流れるムービーを公開 Game Watch Impress in Japanese 2005 08 09 Archived from the original on 2013 06 28 Retrieved 2022 04 01 Tanaka John 2004 09 09 Square Enix Registers Code Age IGN Retrieved 2022 03 31 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 コード エイジコマンダーズ 予約特典は豪華設定資料集 オリジナル収納BOX Dengeki Online in Japanese 2005 07 29 Archived from the original on 2022 03 29 Retrieved 2022 04 01 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 コード エイジ コマンダーズ 継ぐ者 継がれる者 コンプリートガイド Kadokawa Shoten in Japanese Archived from the original on 2020 10 24 Retrieved 2022 04 01 Gantayat Anoop 2005 05 11 Code Age at E3 IGN Archived from the original on 2013 01 02 Retrieved 2022 04 01 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 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 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 PS2 コード エイジ コマンダーズ 継ぐ者 継がれる者 Famitsu in Japanese No 879 Enterbrain 2005 10 07 p 196 a b Code Age Commanders ps2 2005 Metacritic CNET Networks 2007 Archived from the original on 2008 09 23 Retrieved 2007 07 26 DesBarres Nick December 2005 Game Review Code Age Commanders Play No 48 Fusion Publishing pp 86 87 Fahey Rob 2005 10 21 Japan Charts No 2 debut for Square Enix new franchise GamesIndustry biz Eurogamer Network Retrieved 2007 07 26 2005年ゲームソフト年間売上TOP500 2005 Game Software Annual Sales Top 500 Famitsu Gemu Hakusho 2006 ファミ通ゲーム白書2006 Famitsu Game Whitebook 2006 in Japanese Tokyo Enterbrain 2006 05 15 p 378 ISBN 4 7577 2814 X Archived from the original on 2015 06 27 Code Age Commanders Reviews GameRankings CNET Networks Retrieved 2007 07 26 a b c d Spencer 2005 11 19 Code Age Commanders Siliconera Archived from the original on 2006 02 28 Retrieved 2007 07 26 External links editOfficial website in Japanese Retrieved from https en wikipedia org w index php title Code Age Commanders amp oldid 1221055690, wikipedia, wiki, book, books, library,

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