Got to the late stages of postgame content before giving up on this. The game wasn't half bad in the early stages, but the flaws become more apparent the later you go. For a game that's built around its mechanics - specifically in terms of party building and combat - those mechanics are surprisingly poorly balanced. RNG reigns supreme. That's mitigated somewhat by the fact that you can save and reload anywhere if you choose, but at that point I have to ask why you're even playing a Wizardry style game in the first place. To me, at least, Wizardry will always be about the brutal slog of attrition, not I Wanna Be The Guy style 'attempt the challenge 20x in a row until I succeed' show jumps.
Itemisation is poor. For all that the game boasts having hundreds of different items, many of them are completely pointless. Some quite obviously; things like a Rock or a Cracked Breastplate or Old/Holey/Rotten Gloves, which I'm assuming pretty much just exist to punish Bishop-less parties by taking up their item slots. That's a logical, if dated and clumsy mechanic. Far worse is the huge amount of later drops that are outclassed in pretty much every significant way by common items that can be found earlier. The vast majority of drops could be summed up as trash, with the only variant being whether it's the 'This has a 5% confuse chance' flavour, the 'This has 20% poison resistance' flavour, or "You can use this in battle to cast a shitty spell that you can already cast with three other members of your team (but actually doing so would be dumb as fuck compared to just hitting the enemy with your sword)" flavour. The flavours are invariably things you're not going to give the slightest shit about, with rare, rare exceptions. Yes, I'm sure someone out there wanked themselves to frothing delight during their playthrough with 6 Mages all using the Magician's Staff, but I'm equally sure that that person has autism.
Combat is underwhelming later in the game. Enemy HP totals are often surprisingly low and instant kills abound (on both sides), so rather than defensive strategies most combats are the basic fare of trying to kill as many enemies as quickly as possible. This means that surprise rounds are extremely overwhelming, to the extent that a suitably-levelled party could easily be wiped before they have a chance to act. Even putting the RNG-factor aside, there's just not much tactical depth to combat. Offence is king, and overpowered spells like Miracle that allow the enemy to teleport you away (potentially into rock, which means irreversible party loss) or for you to revive and heal all party members mean that any nuance, any weighing of the benefits of healing X condition versus boosting your resistance against Y element is completely absent. You'll largely be doing the same things in each fight, and the lamentably rare times where you'll be casting Slay or Charm Row instead of Sleep just aren't enough to make up for the fact that when compared to its peers the game's combat just doesn't stack up.
Also, the quests and events largely fall flat. There are a few exceptions (the three consecutive Dragon fights in the Ice Caves was cool, as was the Great Tree boss), but they're very forgettable overall. This is compounded by the rewards being so underwhelming, or frequently non-existent. 'While you're exploring this dungeon, please find my daughter's necklace.' *Two hours later, step on a random tile, 'You find a necklace'. 'Thank you so much! Have an item that will be of no use to you whatsoever!'. Really, it's pretty poor. Keep in mind that this game was made twenty-five years after the Loon's machine puzzle in Wizardry V and twenty years after Lands of Lore and mixing potions for the Draracle. Is it so much to expect it to have some actual character to the narrative or environment, some quality that isn't so woefully generic?
It's not terrible by any means, just mediocre. There are plenty of good things about it that distract from the bad. Summoning and forging Spirit Pacts to turn monsters into adventurers is really exciting. I got lucky with a mini-boss called Ulgel who I managed to contract after about a dozen castings, despite him having 90% summon resistance and me having no brawler. He turned into a Dragonnewt Fighter with Dark Breath, 80% status recovery, something like 300 HP recovery per turn, 75-90% resistance to all the major statuses, and a strong weakness to water. That was great fun. Completely blew my existing fighter away. Sometimes nothing beats the feeling when that 1/256 chance occurs and you get some fancy OP shit. And the game's got plenty of that kind of stuff, whether it's a summon contract or finding an early Muramasa in the Volcano.
I had some fun with it, and some of the dungeons were pretty cool (dungeon design - in terms of theme at least - was on point in this game. Most dungeons felt like they had their own niche. Only a couple felt entirely superfluous, mainly the Rosslie Ruins and the Afum Zar Light Cave), but pretty much from the point I cleared the Igdra Underground Church things took a downward turn and I kept waiting for the game to pick back up again. It never really did.
I'd expected better after skimming the thread and seeing how much some people had praised this, but horses for courses I suppose. At least the Ancient Cave's gimmick was neat. I liked the music.