The gamepad and keyboard are very similar. There is no second-stick analog aiming (that would be akin to mouse support). Rather, this is movement-directed aiming, where your shots go where you aim. You can't aim behind yourself without turning around. However, there are buttons for aiming up and down at an angle without moving, which on the gamepad tend to work best as the shoulder buttons. In a lot of respects it's very similar to how Super Metroid or similar controls.
It really does feel just like Super Metroid's aim style though, since you mention it. Pretty much exactly like it, actually. Having the "angle" buttons like that game did was a superb idea.
What I've played of it so far, this seriously does work out MUCH better (and much more interesting) than the targeting in the previous game. Cant just target things and then run around like a moron while spamming the fire button anymore, and it also means that I definitely cant just fire just ONE spell over and over and expect to get somewhere.
This though was after shouting at the accursed PS3 controller for like an hour in an attempt to make it work. Really, I dont know why Sony couldnt have just made the horrid things plug-n-play.... instead I have to smash multiple programs together to get that to work. Once it IS up and going though, the game itself has absolutely no troubles with it. I'm betting it'll have no issues whatsoever with a 360 one.
So, are we able to talk much about it on here, then, or would you rather we wait to say too much until the alpha is done?
Either way, I've only had about 2 hours with it so far..... I didn't notice the e-mail or PM until very late..... but I sent a big blob of feedback nonetheless. I can at least say, this is looking very, very good so far, aside from some screwball balance issues.
And those lumpy fireball-throwing dudes are incredibly annoying at times. Just thought I'd point that out
Though, not at "eagle" level of annoying, not even close.