Fan17/TRI

PRESENTATION: Mother 4
Mother 4 will be an upcoming project for TRI, a follow-up to prior Mother games, it aims to expand on the world and landscape presented in Mother 1 and Mother 2. Much like Mother 3, Mother 4 features a larger cast of playable characters although unlike its predecessor has all playable characters able to be controlled throughout the journey rather than only for select chapters.
The game also incorporates the more connected approach of Mother 2, as opposed to the more free-form approach of Mother 1 or the chapter approach of Mother 3. The setting of Mother 4 takes place within the country of Gelaeland where throughout its history strange tales and folklore arose of supernatural beings and forces beyond comprehension. In the present day, it seems a slumbering entity has awoken these old folklore back into reality as psionic powers manifest in some of the population and things once considered make believe now are commonplace in this land.
Despite the initial wonderment, the strange phenomena have cast a dark shadow over Gelaeland, a corruption seeping into the land and soil itself.
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THE CAST
Mother 4 features six main playable characters, each varying in personality and history, you can check out a short bio about each below;
SONNY
A young farmhand hailing from Haybale, Sonny is a rather reserved individual, being the middle child of seven he at times can seem to blend in with his surroundings. Despite this he is capable of fending for himself, having learned how to deal with the rowdy and restless as part of living on his parent's farm. Sonny awakened PSI abilities within himself rather suddenly when protecting his family's flock from hungry wolves, although his powers are rudimentary they help him in protecting his kin.
New PSI:PSI Warden
WENDY
A free spirit at heart, Wendy's family is her community, having grown up in the isolated and underground Stockwood, she has a very carefree attitude, often wandering off on her own accord somewhat to the dismay of her community. As much as she is tranquil, Wendy is also quite thoughtful, making use of the PSI abilities she developed to understand and listen to the various forms of life that make their residence in Stockwood, to some in the settlement her powers help them to nurture the community by understanding the thoughts of those they otherwise would be unable to understand.
New PSI:PSI Adaptation
ISAAC
A sheltered boy, Isaac has known little outside his hometown of Sugarden, although his family means well, Isaac's timidness often gets the better of him even being apprehensive to his own natural skills both with PSI but also physical talents as well. Isaac's isolated lifestyle has also led to many being confused about his nature, within the town, some mistake Isaac's attempts at overcoming his insecurities for that of a mythical being that has both protected and attacked the town with a great encompassing light.
New PSI:PK Tornado
TAYLOR
A keen eye and a quick hand, that's what defines Taylor's talents, orphaned at a young age, Taylor built a family around herself from the others who lived on the streets of The Bunk. Often butting heads with authority, Taylor's personality led her to being villainized by some within Showtime mistakenly referring to her as a gang leader due to her brutish way of talking and confrontational personality, a quality that seems deliberate and forced on her part. Although she does not possess PSI abilities, Taylor has a keen awareness and is quick to identify abnormalities in her environment.
COLE
Cole is the eldest of his family, growing up with a very domineering father in Moontide, Cole is obedient to a fault, trusting those he considers friends and allies. Cole's own ambitions show him seeking to protect those he believes are unable to protect themselves even if he's mistaken. Out of the main cast he is the least aware of PSI abilities, believing that irrespective of such forces it is raw strength, endurance and determination that will ultimately win out, though he is not aggressively against PSI as some seem to mistake.
HALEY
A rather confident girl from Perturphrenia, her rather eccentric personality and wellspring of self-confidence has made her a rather notable figure in the town also in part as like the rest of her family, Haley originates from lands far away, bringing with her distinct quirks of her native language and culture. Haley deeply cares for her family and friends, having a very soothing way of talking which can often de-escalate situations, this even extends to her PSI abilities which are more focused around quelling rather than defeating.
New PSI:PSI Deceleration
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BATTLE MECHANICS
Like its predecessors, Mother 4 aims to build on the existing battle system presented throughout the series. Mother 4 is an active-time battle based role-playing game. The player engages enemies who are visible on the overworld with their whole party, nearby enemies may join in these fights when they initiate. New to Mother 4, allies on the overworld may also join in on a fight where possible, functioning identically to the Ally NPCs in the previous games such as Eve, Buzz Buzz and Fassad.
The battle itself sees a major change in that now characters are able to perform actions once their Action Bar is filled. Speed determines the rate at which this bar fills and can also be viewed on enemies through the use of particular abilities. The player may also choose how turns function in the options with the option of how quickly action bars fill and whether action bars pause when the player needs to choose an action for a character. The actions in Mother 4 are as follows;
*FIGHT - Performs a physical attack where damage is calculated based on Strength and Weapon Power against the target's Defence.
*PSI - Allows the user to choose one of their PK or PSI abilities to use.
*GUARD - The character blocks oncoming attacks until their next turn, reducing damage and potentially redirecting damage as well.
*ITEM - Allows the user to choose one of the items in that character's inventory to use, items that do not have an effect in battle to provide flavour text which informs the player of this.
*FLEE - The character attempts to flee the battle, the success rate is based off the Speed and Evasion of the character fleeing against the Speed of the enemy/ies.
FIGHT, much like in Mother 3 also includes a rhythmic element with characters able to deal increased damage with successive hits by matching the beat of the song that's currently playing. There are three ways to more clearly hear the beat of the music playing those being to use PSI Hypnosis or a Sleep-Inducing Item, use the consumable Metronome item or use the Heart Beetle item. Inducing Sleep or using the Heart Beetle will only render the beat clearly audible for a short period of time whereas the Metronome will keep the beat clearly audible for the rest of the battle.
A new option during some encounters is the use of PSI Telepathy during battle. The player with certain enemies will be able to end the battle more peacefully by telepathically calming the enemy, this functions similar to the ACT action from Undertale, although its use is limited as most bosses and inorganic and psionic enemies cannot be talked out of battling. The largest advantage of calming an enemy is that it will provide guaranteed item drops to offset the lack of EXP earned.
Rolling Health, a core mechanic from Mother 2 and 3, returns again in Mother 4 although has been built up further once again. The speed at which health rolls in Mother 4 is determined by a number of factors but primarily the Guts stat of the character in question which is independent from their Vitality. Guts also determines the probability that a character will survive a Mortal Blow (an attack which inflicts damage greater than the character's total health). Rolling Health is also affected by status conditions with some accelerating its rate (Poison, Burnt, Cursed) and others slowing its rate (Sleep, Solidified, Numb). Enemies also too now feature Rolling Health and like the player have the potential to mitigate an otherwise lethal attack by using healing options and are similarly affected by their own Guts stat as well as status conditions.
Characters also feature unique abilities which are identified as a unique action in their menu;
*GATHER (Sonny) - This action can yield a variety of buffs or healing to Sonny or the party as well as find items during a battle. The effects of Gather differ from location to location being based on environment rather than the enemy faced.
*ADAPTATIONS (Wendy) - This action pairs with Wendy's PSI Adaptation and PSI Wisdom and provides a list of actions Wendy can perform which mimic those of enemy's she's copied them from. PSI Adaptation's copy only lasts for the battle it occurs in although has a guaranteed success rate, by contrast PSI Wisdom's copy is permanently added although has a low success rate. Adaptations can be physical or PSI based and are indicated as such in the menu.
*BERSERK (Isaac) - This action only becomes available when Isaac has sustained enough damage across battles, Berserk is an incredibly rare status condition which overrides existing status conditions and cannot be overridden itself. The action renders Isaac unable to be controlled and he will attack with powerful non-elemental physical attacks which derive their power from his Intelligence stat rather than his Strength stat. Isaac may attack enemy or ally although is significantly more likely to attack the enemy with the probability increasing as long as the enemy targets Isaac before his next action.
*PLUNDER (Taylor) - This action allows Taylor to steal an item from an enemy if they have one, item pools in this situation are based on defeating the enemy rather than making peace with it. The success rate of this action is based on Taylor's Evasion stat. 
*INSULT (Taylor) - This action allows Taylor to debilitate an enemy, either inducing a stat debuff or status ailment. The success rate and what insults Taylor has access to depend on her Intelligence stat as well as the qualities of the target enemy.
*HELP! (Cole) - This action allows Cole to call for help which has a chance to bring an NPC Ally to battle alongside the player. The success rate is determined generally from the environment and will choose a random NPC Ally from that environment's pool to come help the player. Different NPC Ally's will check Cole's stats.
*FLURRY (Cole) - This action greatly increases Cole's ability to perform physical attacks increasing the maximum combo for his attacks, the amount increased depends on Cole's Intelligence Stat. Flurry can only be used once per battle and when entering a battle takes a random number of turns (0-3 for regular battles, 0-6 for boss battles) to become usable.
*REWIND (Haley) - This action is a PSI consuming ability that Haley can use, its effect reverses the battle backwards a certain number of turns. The ability forces enemies to act exactly how they did during the reversed turns although the player is free to change their own strategy. The action also restores consumed items and PP for the player characters excluding the PP used for Rewind itself.
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