This game is a great case of good ideas bogged down by bad decisions. Story-wise, the game has a great premise as its main character has an arm that can make enchanted objects break merely by touching them, leading to a lot of accidents in a very magic-heavy setting. While the game has turn-based combat, it takes place on a grid to add more strategy. Furthermore, while the game has 4 main playable characters, it has over 100 'golems' that players can put into the party instead.
Unfortunately, an interesting premise and unique combat are weighed down by, well, pretty much everything else. The characters are all beyond paper-thin and are some of the worst cliches I have ever seen; there's the 'tomboy princess', the 'well-meaning idiotic protagonist', 'popular smart guy that seems to know literally everything', and the list just goes on. The music is completely forgettable and the voice acting, particularly for the main character, is so bad that I temporarily switched to the original Japanese voices, something I rarely do, only to switch back after realizing that the Japanese voice acting is just as bad. The plot is full of holes and the vast majority of progression, for good or bad, tends to occur when the protagonist 'accidentally' touches pretty much any all-powerful ancient magical artifact in the area with his hand; it doesn't help that he has a perfectly functional, normal hand that he seems to forget exists nor does it help that the game makes a big deal about 'enchanting' only being a small part of the lost art of 'magic' yet never going into any sort of detail whatsoever about the difference aside from magic apparently being 'better' somehow. Combat gets old fast and, while the random encounter rate isn't overly horrendous, it is still far too high for a game in which a round lasts quite a while due to needing to position characters on the grid (where your characters start the battle on the grid is completely random, so seeing the close-range attacker in the back row or the healer right up front is common). Even the golem system which lets you play around with over 100 different party members is utterly pointless as golems never learn new skills beyond those they start with, they can't equip anything, and the 4 'normal' party members just happen to compliment each other in terms of functionality and elemental alignment; this could have easily been fixed too simply by bringing the max party size up to 5.
What could have been a revolutionary, or at least creative, step for the dying turn-based RPG genre ultimately is nothing short of poorly-executed mess in every area.