Game Informer:
"Since control is limited to a single Wii remote, many of the games encounters boil down to running in a circle, charging up your gun, and shooting over and over until the enemy dies, praying that the games dodgy auto-targeting works. Aiming at the screen with the Wii remote takes you into first-person view, which is the only way you can shoot missiles. Unfortunately, this also takes away your ability to move. If the developer thought that frequent, jarring switches to first-person to shoot off a few desperate missiles before you get attacked is a fun gameplay mechanic, they were wrong."
Destructoid:
"Curiously, youll need to point the Wii Remote directly at the screen, which will (in theory) quickly put you into first-person mode. Once in this view, youll be able to look freely in all directions, moving an on-screen cursor to target enemies and other elements of the environment. Once locked-in, youll be able to unleash a missile or (later on) a grapple beam to swing across gaps and such. The first problem with this is that re-positioning the Wii Remote in this manner in the heat of battle is awkward, and leaves you completely open to enemy attacks. Even worse is having to orient center on the screen to find your reticle, the pain of which is only trumped by the times when the Wii Sensor and Wii Remote happen to not be playing nice with one another, and you experience a quick and odd camera shift. "
Giantbomb:
"To be honest, a new 2D Metroid (in the style of Shadow Complex) is all I've wanted since the Metroid Prime franchise wrapped up, and it's when Other M strays from that desirable ideal into 3D territory that its control limitations occasionally start to show. The auto-aim isn't perfect when enemies are coming at you from all sides; you'll sometimes find yourself shooting at enemies you don't want to be shooting at, or missing others entirely. And moving around in a 360-degree space with only eight-way control sometimes feels awkward and limiting, as in those areas where there's no invisible path for Samus to follow and you find yourself having to zigzag along clumsily to navigate the environment. The fixed camera perspective means that foreground walls will occasionally get in your face, and while the game is generally good about making these transparent, they can still block your view once in a while when the action heats up."
So again, I'm not alone in this sentiment.