Unpredictable controls? I think I've heard it all.
It's a new game, with new mechanics, you're not supposed to be able to predict anything, that's what makes it a new game.
Games are, for the most part, puzzle solving using trial and error. That's what the lives mechanic was made for, ffs. The fact that some games don't even have a game in them is why people reminisce of better days, when games forced you to think and experiment, and there were rules, like lives and continues.
There is nothing unfair about having to die to learn something new. Dying is part of the game design, not a flaw in it. You are supposed to repeat a section, get better, and feel like a badass when you finally pass something.
It's either that, or tutorials and hand-holding. And we all know how the unpredictable controls people would feel about that.
Juvenile reactions to games like this, real games for real gamers, are a symptom of dumbed-down game design being hyped by inflated marketing budgets and myopic corporate committees. If games like this can't find a place in the market, the market is no longer about games.
This game is beautiful, and expertly designed. The levels have so much meat that they make some galaxy levels look like a concept demo. The fact that people "ign"ore the essence of a game and judge it's quality on minor personal niggles is lame, but what can we expect from the "ignorant slut" people.