A relic of a bygone era, this game plays like a Ford Edsel. The interface is bad, even by 90s stardards. It is difficult to read, and uses a font that reminds me of comic sans. It even lacks icons that properly indicate their' function, such as the options menu being represented by two dice.
The music is repetitive and lacks inspiration, a trait that is emphasised by the constant loop it plays in. While on the topic of sound, the enemies you encounter will, nine times out of ten, blast you with a barrage of identical low quality sound effects, if there are multiple enemies on the screen then all of these sounds are played at the same time, resulting in a highly deformed mess of screeching, clacking, and sometimes mumbled gibberish. To complement the audatory overload, many assets in this "game" appear to still be using placeholder names, leaving you both deaf and confused. A few cases in point: The "?WORMS?" sound like machine guns, the "?RUDE CHAPS?" scream unintelligibly, and always in tandom with their fellow brethern, and the "?UGLY DOG?" is very clearly a rat.
Before we cover the this games' balance - there is none - lets take a look at the story.
The storyline that is presented on the menu screen is overly vague, and fails to properly describe the events leading you up to your "adventure". What is presented is disjointed, and makes very little sense with all of the antiquated jargins used to try and spice up what would otherwise be a typical, if not boring storyline that MAY have been acceptable in 1997, but utterly disappoints by todays standards. When you actually jump in and play the game, the information provided to you is usually either irrelivant, or just drawn out, such as the fairy you encounter at the start of a puke green forest level. The game treats you like a child in this regard, despite there being virtually no explantion as to how anything else works. It can't trust you NOT to see a heap of bones and take them as a source of ambiance - it can't afford for you to bypass the glory of a fairy that advetises museums of magic. It essentially slams you on the head with a plank, nearly demanding that you apperciate the "lore" that you can speciously call thorough.
Now for game balance. There is literally no balance that I can discern from my time playing this 20 year conundrem. I start a party, and 5 movements in a pack of giant bats appear and sluaghter 5 of my 8 party members. When I retreated, which killed another one of my characters, I heard a soundclip of Monty Python and the Holy Grail blast "RUN AWAY!" into my headphones. So much for ambiance.
Preventing new players from even getting a feel for a games controls before they are killed is perhaps the most bizzare design choice that a developer could ever choose, and Grimoire has perfected this to an artform. It ruins any hope of enjoying this non-sensical storyline racked with deformed and illogical sound effects and placeholder titles.
Grimoire took 20 years to release, and needs another 20 for it to be considered marginally enjoyable, even by 90s standards. Instead of shelling near 40 dollars for a Wizardry clone, created by a disgruntled former employee of the now closed Sir-Tech software company, buy Wizardry 7, the game the developer has spent so much time trying to plagarize.