To move your character with the Move system, you use the left stick. To move the camera, well, you really don't. In order to look somewhere other than straight ahead, you'll have to hold down the T button (trigger) on the Move wand and then wave the wand around while standing still. But when your reticule reaches the edges of the screen, it stops, and you can't rotate your view any further. In order to do that, you need to move the left stick (the one you were just using to move your character around a second ago). It's an utterly strange and unintuitive setup.
What's more, when you actually decide to shoot something, you realize the fire button isn't on the trigger button, it's on the Move button. It works, but it just feels weak. The whole point of putting a wand with a trigger in someone's hand is to approximate the feel of a virtual weapon, right? So why put the fire button on top of the wand? No, it's not the end of the world -- and it works just fine -- but it's inelegant and clunky, as if the buttons were randomly assigned.
Although the button layout does get in the way of the experience, Resident Evil 5 does work with Move controls. Aiming is responsive, firing is satisfying, and it's fun to whip the wand around and pull off headshots. Move-based quick-time events like shaking the wand to escape from grasping enemies brings a sense of visceral immediacy to the experience.