It took 3 play sessions and messing with some control settings, but it finally clicked. Some of the controls, especially on the map screen, are still legitimately awful, like they just assigned things to random buttons. For general gameplay though, this is probably at least slightly better than the Gamecube versions.
This was very annoying to get done and it's a shame because if it wasn't for the Wii sensor being garbage this would've been a really good time because I dig the atmosphere a lot. I stopped at 1 though because I can't really play Wii games at the moment. Maybe I'll pick it up later when I buy a Wiimote Plus and get a proper room to play it.
Metroid prime strikes me as very interesting because you can tell the designers really struggled with adapting the shooting and platforming of metroid in 3d on a controller. This struggle informed the rest of the design from the platform distances to the simon-says enemy design. In short, the game has platforming while fighting flying enemies which would be a pain to deal with on a control system like halo. Which is why the lock on was introduced. The lock on especially kneecaps the games' combat and in the first game particularly turns every boss fight into just mashing. There's no challenging platforming or movement mechanics like other metroids. tbf this is about as good as you can get to adapting the feel of something like super metroid in first person, but it doesn't hide the fact that the prime games are just very shallow first person shooters that don't really challenge the player in any meaningful way. Enter prime 3 which introduces motion controls that hugely streamline movement and combat. This collection adds motion controls to the first 2 games and further highlights just how mechanically vapid these games were. The removal of many skips from the gamecube version is also worth noting.