The odd thing about Monster Hunter is that even though the Review by David Jenkins - We imagine our reviewing this game must be like a Japanese reviewer trying to explain to their readers what a big deal Call Of Duty is in the West.
Monster Hunter is the biggest non-Nintendo game of this generation in Japan and a full-on social phenomenon.
And it's achieved this despite some very obvious flaws in its design, few of which are addressed here.
Originally inspired by Phantasy Star Online, much of the appeal of the series comes from its massively multiplayer online-esque structure.
Previous games haven't actually been online though, necessitating that you find three local pals to team up with.
This has actually been at the root of the game's success in Japan, encouraging socialising and thriving in an environment of PSP-owning commuters.
The series actually started on the PS2 and this is the first home console version since 2006.
It's still the same game though, as you arrive in a small village that looks like it's stuck in a dinosaur-filled version of medieval Japan.
There's no real storyline or characters, just a huge checklist of hunting quests and the odd resource grab to perform for the village itself.
The odd thing about Monster Hunter is that even though the gameplay revolves around nothing but combat nobody seems to mind that it's awful.
One notch up in complexity from Dynasty Warriors, you have a small range of melee weapons with which to button bash monsters into submission.
The ranged weapons are slightly more involved but can't overcome the main problem of the still appalling camera.
Camera control is entirely manual and without any lock-on that means you spend half your time stabbing at thin air, where you think monsters are, as you fumble with the re-centre button.
It's bizarrely reminiscent of the fixed camera angles of Resident Evil.
Fans will insist this is all part of the game and a key skill to learn, thereby promoting the act of looking where you're going to a mystical art.
You do eventually get used to the clumsy combat and at this point the game's virtues become clearer.
Once you've dispatched a monster you're able to pick over its corpse and take its hide, horns or other unique bodily features as a trophy.
Together with gathered plant life and mined ore you can then upgrade your armour and weapons at the village, as well as create traps and other items.
On the PSP this was an insanely complicated affair that saw new equipment become obsolete after just a few quests, but here it's been sensibly pared back for a more accessible game.
There are new features though, most obviously new water environments where you float magically about in your heavy armour like some medieval Gundam.
You've also got a new computer-controlled ally in the trying Cha-Cha.
There is a strange irony in the Wii returning the series to its online roots but relieved of the need for Friend Codes it all works very well.
There's even a split screen mode for two people using readymade equipment.
Certainly online is the best way to play the game though, with the fight against both camera and monsters leading to increased camaraderie and interdependence amongst players.
The graphics are good for the Wii, but with a washed out colour scheme that recalls Zelda:s Twilight Princess.
Each area map is still subdivided into discreet sections, with an atmosphere destroying loading screen between each.
The game would greatly benefit from a contiguous and more interactive landscape but it's not clear if this is a limit of the Wii or of Capcom's unwillingness to vary the formula.
IN SHORT: More accessible and finally sporting an online mode, but the clumsy combat still limits the hunt's appeal.
PROS: Sensibly streamlined options with a smoother difficultly curve. Online is undeniably fun with skilled allies.
CONS: The inert camera is needlessly, frustratingly unhelpful and the combat overly simplistic and repetitive.
SCORE: 7/10 Out: 23/4 (UK)