I finished one play though of Wizardry: Labyrinth of lost souls. The Ps2 Wizardry: The Forsaken Land is far far superior in terms or production values. It's got immersive scenarios written out to explain game mechanics. Like, Bishops can appraisal items, but sometimes it'll fail, and sometimes they'll be paralyzed with fear. You actually witness that happen to another adventuring party in The Forsaken Land.
What I like about Wizardry is that it actual maintains the idea that there are other adventurer parties in these dungeons. Other dungeon crawling RPG pretend there's somekind of economy based around a dungeon. But then your party is the only one around.
You know, like the .hack games at least spawned other players into dungeons to maintain the illusion that you're in a MMORPG.
In Labyrinth of Lost Souls you have your choice of, we'll call them "campaign characters", that you can play as. And then you can recruit more at the guild. These characters can populate the guild and be staged inside the dungeon to be available to join any of the campaign characters. With some limitations, like Evil and Good aligned characters won't party up.
The first time through, you'll probably just stick with a party of 6. But when you create a new lv1 character, the lv25+ characters can carry them though the dungeon.
The annoying thing is that the quests require random item drops. So it doesn't matter how strong you are. You have to wait for the right encounters and hope they drop what you're after. That always seemed like a terrible idea to me but it kinda makes sense with this set up. Like the idea is that siblings are going to borrow each other's characters.
Unfortunately, with Labyrinth of Lost Souls, the hours and hours of gameplay is only rewarded with a story that could probably fit on a 2 page word document. All campaign characters have to play through the same quests, except the 3rd quest is unique to them as is reward. The Elf male, my first character, is a botanist. He's incited to find a leaf of knowledge, that supposedly comes from a tree that grows in the dungeon. The leaf, as it turns out, is a talisman accessory. The stupid thing is he can't even equip it because its for females only, for some reason.
All of this makes for a really backwards difficulty cure. And unlike the forsaken land, the labyrinth game doesn't bother with any narrative introductions. There's nothing explaining what the class change requirements are. That bishops can appraise items, and only a thief can disarm traps. By level 8 Mages can warp you back to town. You need all of these.
And then there's some pretty stupid design concepts. Like you'd expect a map item to be, you know a map. But it's not actually a map. Possessing one just lets you open the map menu. And it's blank until you explore areas yourself. Which is dumb. Because logically any map should do, but some floor require a special map item to let you see the map.
And then there's torches. Not sure what they actually do. There's patches of "magical darkness" that you'd expect would require a magic torch. But nooo. You're just suppose to navigate them blind. So what do the magic torches do? I don't know! Some hidden mechanic with encounters I suspect.