Originally Posted by
Petrikow
Wow I can't just pick one least favorite.
Ever since F/GO (and to a lesser extent, EXTRA) forced Noble Phantasms into a gameplay system, they've become consistently uninspired and uninteresting. When you need a Noble Phantasm to simply blast mooks, the need for them to serve an interesting story-telling purpose goes out the window.
Strangely this then seems to have carried over into the actual story-telling of the game. Rarely does overcoming an opponents very specific abilities come into play during F/GO's stories. Naturally, it interjects other sources of drama and tension, but the uniqueness of the Noble Phantasm has largely been left behind in the process.