**RANT WARNING**
Fate/Grand Order
Start: 2018, just before a December event that I failed to cash in on.
Quit: Not long ago from this posting.
For the uninitiated, I would best describe F/GO as a gatchapon game (capsule toy) that is basically like pokemon with all the fun bits taken out, leaving you with just the battles.
I've had a friend trying to get me into the Fate/Subtitle universe for a while yet, but while many of the background concepts and ideas interest me, the simple fact is, the presentation is utter bollocks. In no uncertain terms, it started as a visual novel, the same year Phoenix Wright premiered in Japan. The problem is, my first visual novel was Phoenix Wright which just whips most visual novels in terms of presentation alone, and then kicks them while they're down by having a layer of interactivity aside from "Do you want girl A or B" or "Pick this one if you're an idiot."
The visual novel also takes the player aside to explain the concept of Mana. Which would be fine if the demographic was around the age of 10, but the thing is, the VN is clearly made for mature audiences. This is a minor issue but is still sightly insulting. (And baffling that it didn't ask if the player understood.) The bigger issue is a matter of text pacing, or rather the amount of tweaking expected of a reader to find a reasonable pace, when there isn't a proper preview option. The sliders were absolutely granular, meaning there were no presets or clicks. (In a range of digits well over 1000, if I recall.)
There's the anime. It's boring. The prologue is an hour and a half slog split into two episodes where it explains everything to death. I don't need constant action, suspense or a 50 arc mystery. It just failed completely to engage me. Much like the visual novel, it was far too slow to get to anything resembling a reasonable pace. (I've watched a variety of anime; Mushi-Shi, Ace Attorney, Cute Earth Defense Force, Toradora, and How to Keep a Mummy, etc.) I've watched Doctor Who's entire War Games serial in one sitting.
So then there's the mobile game. Rather insidiously, the balance is at first favorable as to bait players along. There's the occasional roadblock, but the player is empowered with abilities such as total party revival with limit breaks ready. (Training facilities help reduce the initial grind.) So you progress normally, and then right around the 4th World, it becomes suspect the game is no longer respecting your time as a player. By the 5th, blatantly obvious, with most battles reaching the lofty realms of damage sponges for no good reason, and what feels like a universal damage reduction on the opponent side. At my breaking point, at the start of the 6th world, it was a 19 turn slog though several 100,000+HP flunkies. Which reminded me just a little too much why I retired from Pokemon.
Many times I've entered a battle expecting one class to be the major threat, only to have some other class be the leading threat and thus soak though two servants before I reach the actual threat, by which point my intended unit is KO'd.
Thus, my quitting.