The concept for Code Age was created in 2002, being adopted into Square Enix's "polymorphic content" strategy of producing series across multiple platforms and media.
[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.
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.
[5] 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.
[1] It began serialization in Square Enix's Monthly Shōnen Gangan magazine on February 12 2005, with the first issue incorporating full color panels.
[17][19][20][21] Naora created the concept for Code Age in 2002 as a contrast to his work on Final Fantasy and SaGa; a world which could play host to multiple stories.
[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 included Compilation of Final Fantasy VII and the World of Mana.
[5] For Brawls, the development team wanted to expand upon the multiplayer communication system used for Before Crisis: Final Fantasy VII.
[25] Naora created the character designs for Archives, with CGI artwork from the other Code 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.
[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.
[37] Julian Aiden of Hardcore 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 the Code 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 importing Commanders less appealing due to the missing story context.