Combat animations are rather slow in both Busin 0 and Forsaken Land. I would absolutely recommend playing these games on an emulator with a fast-forward function. I have finished Forsaken Land on both original hardware and PCSX2 (with fast-forwarding) and the difference is pretty massive. But hey, the choice is yours.
The gameplay in Forsaken Land is largely similar to Busin 0, but for those that have no experience with either (this is for Forsaken Land, but a lot of it apply to Busin 0 as well):
You create the main character in typical wizardry fashion, choosing race, class etc. (You can choose to play as female, but the game will refer to you as male). Then you need to play a tutorial of sorts with a few premade characters before you get the option to create custom ones. At this point you can create your whole party, mix it up with some premades, or even stick with premades only. You can encounter more premades in the labyrinth later on to fill out your party.
There is a "menu town" (but in 3D) with shops, an inn, a bar and so on, and then there is the labyrinth, which is pretty much a big dungeon with several large floors to explore. This is done a bit differently than classic wizardry, as both your party and the monsters will move around in realtime. Walking into a monster will start a fight. There are no random encounters, but there are boss fights in set locations. Combat is, of course, turnbased. Choose commands for everyone, then watch how it all plays out.
Each floor is a bit different in style and layout (and two floors are randomized), but don't expect anything overly complex or mean like dark room + spinners or such. There is a fairly annoying teleporter maze though. There is an automap showing the nearby area, and iirc a spell for a larger map of the current floor.
You can teleport out of the labyrinth by using a readily avaliable "Transfer Potion" (and later on, a spell), but you will have to return on foot. You can unlock several shortcuts, but still, there will be some backtracking.
Another big change from classic wizardry is the use of "Trust" and "Allied Actions". Basically, each character except the main character can gain or lose trust depending on what you do in the labyrinth, and the character's "personality", which is set at character creation, and is determined by race and alignment. For example, a human with good alignment will have the "Justice" personality, and will gain trust if you let friendly monsters go, but lose trust if you choose to fight them.
Your characters combined trust will determine what kind of allied actions are avaliable. These are basically actions that require two or more characters to combine their turn to do offensive and/or defensive maneuvers. These can be quite powerful, and the game is balanced around using them. There is a limit on how many such actions you can take in a turn, but no limit in how often you can use them.
The magic system is a bit unusual too. All classes except fighter can learn spells to a certain degree, or rather, they will unlock spell slots. To actually learn spells you have to use materials dropped by monsters and combine these into magic stones, which are then used to learn the spells. Most spells can then be improved several steps, using the same procedure. It is kind of a neat idea imo, but it can get a bit tedious and repetitive after a while. There is also a way later in the game to get specific materials more easily, which helps.
Finally, the story is (imo) surprisingly decent for a dungeon crawler, if you care at all for such things. It's mostly presented through non-interactive cutscenes with static characters, text and music in a simple way, but I think it's done nicely and helps to set the mood. There is a bleak and tragic tone to it all, although there are also a few humorous characters and events. Premade characters often have something to say too, after story events.