
Ngamer has been talking a bit about Metroid: Other M's weird (and a bit worrisome) controls in both their podcast and a recent preview, but it might make things more clear if they break them down into chart form, so without further ado.

With Wo Long: Fallen Dynasty coming soon, it's time to look back at the developer's greatest triumphs...and one oddball favorite.

Former Nintendo of America president Reggie Fils-Aime reflects on Metroid: Other M and his initial high hopes for the game.
Yeah we all loved how you took a stoic badass and turned her into a whiny shrew. All those writers should be sacked.

VGChartz's Paul Broussard: "The early-mid 2000s saw something of a golden age for Metroid games. After an eight year hiatus, Metroid burst back onto the scene in dramatic fashion. Largely buoyed by the critical and financial success of Metroid Prime (at least, relative to other Metroid releases), Metroid saw a whopping six new titles between 2002 and 2007, as well as one rather bizarre pinball spin-off that wound up being much better than it had any right to be. Metroid had never been this popular before."
Never though the day would come where I say this but I’d be fine with having every 2D Metroid remade the way Dread plays.
I've been a little worried about the controls, too...but the number of buttons doesn't really seem to be a hindrance. Seems like a very streamlined scheme, but one that isn't dumbed down, either.
D-pad movement for a 3D game seems awkward at first, but it seems less awkward when you consider the fixed camera system (which frames the action to make it sometimes look like an old school 2D 'Troid -- although Samus is always free to move in any direction).
It just might be crazy enough to work. It's a minimalist approach for a very ambitious game.
I'm sure once we play the game, the controls will work great. We may even prefer them over previous schemes. Can't wait to try. :)