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Ithrak Utopia

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Ithrak Utopia last won the day on November 9

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About Ithrak Utopia

  • Birthday 05/31/1992

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  1. Big Flowers reset in 24 hours. If there are flowers within the radius of a fully bloomed big flower, they too will reset with the big flower the next day. Every other situation I've noticed with flowers has a week expiration on them. If you're planting flowers in a location already with flowers, the planting will be significantly slower and may even stop after the first few jumps (i.e. planted 6, 12, 18 flowers then stops) until you find a less occupied area to plant in or switch the kind of flowers. I've noticed this while trying to cut into planting goals while inside. I do not believe that it will ever occur as it would require a very committed widespread community effort to achieve entire coverage, but if that were to happen Pikmin Bloom could be in trouble for that particular area. Then again though, if the community is that organized and into the experience, I think new players would feed off of that when they open up their game to see what their community has done even if it means that they themselves have to wait to efficiently plant flowers.
  2. Stumbling upon the Power Bombs in my first run before they were intended within the main story does stick out for me when thinking of Dread compared to Super, but I don't know if that will keep Dread from surpassing how I feel about Super. Super doesn't have the map clean up that I'm currently really enjoying with Dread on my 100% file. That said, Dread doesn't have the freedom that I've experienced from Super during a run once I've gotten the Varia Suit. Ice platforms and wall jumping can get me to plenty of spots down in Norfair. My preferred initial Power Bomb acquisition is on route to Crocomire not in the upper portion of Red Brinstar near the Crateria elevator. We know Dread doesn't give options to that extent. But again, I'm really loving Dread. Today I ended up cleaning up the Dairon map. It wasn't something I was planning to do in one sitting and had plenty of opportunities to save portions of the map for later; however, once I stepped out of a save area to an uncleared room I couldn't help myself. Clearing one spot would lead me into the next that wasn't. Before I knew it, I had the map done. This has been an experience that has near constant stimulation for each regional revisit. All the while I'm gaining more experience with the game's movement and getting more comfortable with the timing to counter enemies. I didn't see the map having this kind of design in Super. It could be that this map design is only in the two Metroid games MercurySteam has worked on, so Samus Returns might be very worthwhile for me to get into again soon. I would like to finish up my current Super Metroid run and get a run through of Other M beforehand though. Managed to finish up the EMMI fan art that I had started earlier last week. I was originally wanting to be done last Thursday, but I kept putting it off for gaming or watching streams/videos. I'll edit my previous post with how the drawing turned out.
  3. I was wondering the same thing when I hit 10k yesterday. I haven't received any badge that I'm aware of for the Community Day. Pacing around the house got me to around 4.5k before I went with my family to a local park. I was hoping to get one of the collectible 10k seedlings from there, but no luck. The level up requirements for steps that I'm hitting now I'm no longer ahead of, instead I have more than 10k steps to go for my next level. I'm curious what the rewards for leveling up will be going forward as I do have all the Pikmin types with the exception of Bulbmin, which I don't think are in the current game.
  4. I'm really into filling out the map in this game. I could have jumped right into a third run to try for a best ending to work towards the ultimate ending; however, I started filling out the rooms of Burenia and have begun rotating around the world map. It's relaxing, near constant feedback, and I'm enjoying the movement of the game more the longer I play. I'll go back to the previous 2D Metroid games to see if this is a layer of the experience I can get into with them as well. Once I'm done with the map I'm able to get around to, I'll take screenshots and print them out as a little personal achievement. It wouldn't hurt to figure out how I want to approach the runs for the remaining best endings either. I wasn't expecting to have this kind of experience with Dread after all the thrills and challenges. The game is inspiring fan art ideas in my head too. The idea that Samus can have a suit based off of an in-universe creature opens plenty of doors for art throughout the series thanks to the door Dread opened, and then there are the EMMIs...the Metroid Series has more than seven upgrades in total, so there's that avenue for inspiration. I had another idea with the EMMIs though: Mighty Morphin EMMIs!
  5. Flowers seem to expire within the radius of location flowers every 24 hours, and in 7 days everywhere else. I've got a fair amount of white, yellow, red and blue flowers to plant, but conditions outside this weekend aren't the most ideal to go walking around. Late morning Saturday is the only decent time before the wind and rain start to pick up. Thoughts on the game overall, I'm enjoying Bloom more than I do Pokemon Go and more so than I did Pikmin 3, which didn't click with me initially and I've yet to revisit the game. The only issue I have with Bloom is its release timing. Summer with this game would have been great. @alienboyva I sent you a friend request. I'm CptJArachnorb.
  6. I do and don't like that every players' flowers show up. I like seeing what other players are doing and seeing the world steadily evolve for the game. I don't like though that the creativity that could be had from planting will eventually go away as the game gains more active players. There is a neighborhood nearby that I might be able turn into a flower with flower paths with how good its layout is, and I'm also considering making like an Alimbic swirl symbol at my local park. Doing "flower art" seems like it'll just be potential aspect of the game right now early on.
  7. Metroid Dread is fantastic, so I wouldn't be surprised if this becomes the favorite for many. I don't think there's much separation between Dread and Super for me, which is my favorite in terms of the traditional Metroid games. It's a matter of little details separating them. Also, Dread made me think about what I really enjoyed about the Metroid Series in general, and in a way elevated the rest of my Top 5 for this series.
  8. You should be able to climb back up from the platforms with your current upgrades. It's what I usually end up having to do to reach the Flash Shift above this area. You want to head back up toward the teleporter, but Space Jump across to the platform below the research station. Below should work to get you on track to your next upgrade: The sky blue is where you want to Space Jump across. You might be able to do that from the lower ledge to reach the other side too.
  9. Is that the gap you're referring to where my cursor is?
  10. The free aim is what makes swinging with the Grapple Beam more difficult for me. With Super, I know what I'm getting when aiming at a grapple point as it'll be aimed diagonally. In Samus Returns, I recall falling a number of times whenever I needed to swing across multiple points. Same experience with Dread except Dread hardly asks the player to swing across multiple points. There's so little when it comes to swinging that I wonder why they decided to include it in at all. I don't think keeping a traditional element is worth it with how awkward swinging is relative to all the other uses of the Grapple Beam in Dread. For instance, next to the elevator to Burenia in Ghavoran, there's a room with grapple points that a player (unless they have/go back with Space Jump) would need to swing across to reach an expansion. I would've removed those points in favor of spaced out Spider Magnet panels that a player can grapple to and between to get the expansion. Mechanically, the Speed Booster and Shinespark is amazing in Dread, but I think it became the casualty of a busy game in terms of controls and abilities. In all likelihood, an ability was going to need to be mapped to pressing in the left stick, and unfortunately it just happened to be Speed Booster and the Shinespark. In general, especially on the Joy-Cons, I think pressing in on the sticks isn't great, especially with drifting being a known issue with the controllers. I play Dread mostly on a pro controller, but even with that it doesn't feel quite right compared to the momentum based activation in Other M/Zero and having it tied with the dash button in Super. That said, I don't know what they could have done without giving the player the option to customize the controls. I wouldn't want to remove an ability from Dread to free up the controls for a better input. Escue gave me fits on my first playthrough, and then I had the Screw Attack second go around and gave it fits. I also did a Shinespark right at the start just to make sure I fully bullied that boss. Aside from Raven Beak, Escue might have been the most difficult boss for me on my first run having to regularly avoid its Storm Missile attack. If I didn't have Screw Attack on my second run, it probably would've been the most difficult boss as I'm use to the patterns of the final boss. Visually, Super's Hyper Beam > Dread's Hyper Beam > Corruption's Hyper Beam in my opinion, so I wasn't as wowed by this iteration either. What I was wowed by and what overshadowed all of them is this game's Metroid Suit reveal and controlling Samus in that state. Also, completely obliterating Raven Beak-X with those new powers felt very satisfying after one of the toughest boss battles in the series. No real effort involved, but that moment is an exclamation point.
  11. 9 minutes too late to hit the threshold for the best ending on my second run. I know I can hit the time though as I spent time trying to learn the underwater bomb jump in Ghavoran and was not sure how to go about progressing once I got the Gravity Suit early. Next run hopefully I will get the last ending for Normal and then I'll apply that to Hard Mode, so that I'll have Dread fully complete. Contact damage didn't bug me as much as it did when I played Samus Returns the second time, but I've realized now, that's an issue I have with 2D Metroid in general. It's absurd to me given the character I know I'm playing as. They're top notch when it comes to pace though, movement through the environments. Dread probably is third for me in that aspect behind both Hunters and Super. I love Flash Shift and grappling to the magnet walls, but I think the mapping of Speed Booster and Shinespark is less than ideal compared to previous iterations and swinging with the Grapple Beam I feel is spotty (might be why there are not much instances of that compared to Samus Returns, which also had bad swinging). Dread's bosses are what could make the game my go to for the "traditional" experience in the series. It felt good to get passed many of them during the first run, and the experience has made them even better. Dread may offer the most overall satisfaction for me from those entries. Super is a great time, but doesn't end on the note that Dread does. Outside of Ridley, I don't think Super's line-up, as iconic as it is, hits the sweet spot that Dread's does. The Raven Beak fight is incredibly satisfying to wrap up in one take.
  12. The context surrounding Metroid Dread's story and that of Other M's story are very different, and Samus should reflect that. I'm not saying I want to see anymore of Samus like she was in Other M in a new game, but I also, aside from aspects of authorization and the lack of sufficient explanation, don't have a problem with the portrayal overall due to when it takes place. Without Other M, I wouldn't consider her portrayal in Metroid Dread to be as much of a positive evolution as I currently do. I ended up liking Metroid: Other M more as I played through Metroid Dread.
  13. This isn't my favorite version of Samus from a gameplay perspective, but I would agree in terms of character that this is the best Samus seen so far. When she spoke in Chozo to Quiet Robe, reassuring him, that elevated her character and the game. Considering the last game where she opened her mouth, it felt like a bold choice to even take that chance with her. The scenes tied to the boss battles are all great to take in, and I was snapping away with the screenshot button during a majority of those interactions.
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