Edited for immaturity:
My argument in defense of Justin is that he approached Nier the same way he viewed FFXIII: If you are not having fun with a game, if it is not enjoyable to you, it is probably not worth your time.
He was not enjoying the game, and the poor design of the fishing quest, and the fishing in general, was the straw that broke the camel's back. The game is often obtuse in what it wants you to do, and anyone that knows great game design could argue that this game is a great example of poor game design. Great game design never has a player questioning where to go or what to do, unless that is the point of that moment in the game. The game gave him a big red X, but that was the only indication of where to go. Let's all defend Perfect Dark Zero for it's great game design. It had giant arrows telling you where to go because it was designed so well. How could you get lost in it's confusing and unnatural level design, it had those great arrows! That was a AAA FPS, by the way, and was called on that crap design - for those of you saying this backlash is because it's a JRPG or not AAA.
In other games, for example, Twilight Princess, you are tasked with catching a specific fish. In this case, it's a 'reekfish', so you can track down a monster that likes eating said fish. You're given a picture of this monster that you take to someone who tells you, through dialog, where you can find said fish, and gives you a hook to use. The character then tells you the specific spot to drop your line, which still allows you to feel clever by being able to solve this "puzzle". Specifically, the reekfish can be found near "the mother-and-child rocks" in the waterfall basin. Using common sense, one can assume it means that there are a large and small set of distinctive rocks that you should fish near at the basin of the waterfall. He also helpfully mentions that the fish are red, and you should be able to spot them from the shore due to this fact. Most people had no problem finding the spot to fish, even without a GIANT RED X ON THE MAP! They must be geniuses! Or wait, the game is designed well and naturally so that people can discern the clues in the game, as they can in reality, on where to find the fish through dialog and discussion, rather than arbitrary goalposts on a map. Is this a gameplay conceit that many of us have become accustomed to? Yes, but it's far from a well-designed one.
In the end, fans of certain types of games, in this case JRPGS, have come to accept that there are tedious aspects of games they love that are often mandatory and they are fine with that. Grinding is a good example: few find grinding fun, but fans of the genre often feel that the ends justify the means, that the good parts of the game are worth the mundane slog-filled parts. People, however, have different limits, and considering many games have evolved past these ancient reminders of gaming's past, their limit on "unfun" portions of a game has shrank considerably. They do not feel that they should have to "work" in order to have "fun" in a "game". Thank you and good night.