Wizardry: Labyrinth of Lost Souls Review

In their brief review, Kotaku explains why the iOS port of ACQUIRE's Wizardry: Labyrinth of Lost Souls made them "pull out their hair" out of frustration. There's no score, as expected, but it's pretty clear that the "hardcore" experience left them wanting more:
For one, the interface looks, sorry to be blunt, bad. Honestly, I don't need amazing graphics. Passable ones are fine, but basic things like readable font and instinctive menus can be implemented by pretty much any developer. There were moments when the text was difficult to read, because the colors of the words clashed with the background (blue on black hello!). The boxes that I needed to select were small and fiddly, and the screen seemed cluttered.

Also, the menus sometimes did not make sense. They just didn't feel instinctive. I'd enter, say, a dungeon, and then getting out of said dungeon proved unnecessarily complex, with me pulling up menu after menu. Maybe it's me. Maybe I'm the one to blame. Maybe I'm not hardcore enough. But should a game make a player feel that?

I realize that Acquire brought the game over from the PS3 and that the developer didn't wand to "dumb down" the experience, but in doing so, they've created something that feels impenetrable to newcomers. There's no tutorial! You just...start. And you're given quests, and once I got into the combat, I liked it okay, but I found myself randomly tapping during it as if to speed it up.