Enemy design is key here, and Tri doesn't skimp at all. The beasts you'll slay are all kinds of fantastical, from the mud-slinging Barroth to the dragon-like Rathian to the water leviathan Lagiacrus. What's fascinating about these creatures, however, is how grounded in reality they are. Sure, these monsters don't exist, but you somehow get the feeling that they could. During battle, you'll have to learn how each monster telegraphs its attacks, and how to respond. My only problem with the visuals in Tri has to do with the multiplayer. When you're fighting alongside your friends, smaller monsters don't sync up. You and your buddy could be fighting the same Jaggi, even if you are twenty feet away from each other. It's weird to close in on a monster only to see its life snuffed out by an unseen force. Minor quirks aside, this is still one of the Wii's better-looking games.
Tri's soundtrack fits the "prehistoric hunter village" motif very well. The musical sting that informs you that you've been spotted by a boss monster is a heart-stopper, and the track that follows is a perfect accompaniment to each desperate struggle. However, the monsters themselves are the ones that deserve special mention. Each monster sounds terrifying and ferocious, which is more often than not how they look.