the screen turns in the direction you aim, which is perfectly viable, and often times preferable to run'n'gun play styles simply because it lets you aim, and react much quicker than the other 2 control scheme, but sacrifices ease of use, as the player needs to track their courser in relation to the player and the camera.
The screen turning from your aim does make the wii-mote as a whole harder to use effectively, and one of the reason's the sensitivity options are much more complex then a bar, with dead-zones, turn speed, acceleration based-on distance from the dead-zone/box/center of the screen, ect. It does make the control scheme a little harder to use competently, but it doesn't sacrifice from the precision or effectiveness of the controller as a whole.
other note, the lack of the camera responding to where i was aiming on the scheme through me off and it made it a little harder to respond to things like getting flanked, though it does make the control scheme easier to use for people new to wiimote aiming, i would have added the option for more traditional ir aiming where it controls the camera, and had floating scope for the snipers, as having them fixed on screen made snipers only useful as pre-magnum magnums.
Here is a example, this is of COD and there is much room for improvement to the IR in this game, but it is a example, atleast until (if one is even made) there is a well made shooter with IR controls on wiiU. This player can also benefit by resting his arm/wrist on something to help stabilize his aim. People who are used to the control scheme also tend to crank the sensitivity. If turning with the mote throws you off, just make big dead-zones so you rarely do it while you are aiming.
Well I do own COD on the Wii U so I'll give it a try at some point. My only memory so far was of trying it on the Wii and finding it an absolute nightmare. I think it was Goldeneye I played.