Well, I got to wondering who Comstock is and where he might know the AD-brand on Booker's hand from and foresaw considerable parts of the ending the very moment, when Elizabeth opened a tear to more or less modern day Paris (bus driving in her direction, cinema where "La Revanche du Jedi" runs => timetravel possible => Comstock = Booker) not too far into the game - though admittedly it was hard to tell at that point and still is, whether the title was a stab at the original title of the movie "Revenge of the Jedi" or an elseworld-spoof (and the developers not knowing of the original title of the movie).
Regarding the game:
I find it boring as fuck. The story simply doesn't entice me whatsoever. Elizabeth is a Mary Sue and fuck if I know, what the hell Booker is supposed to be doing there, because she could do it all on her own, including escaping from her jail and any conceivable dangerous situation, which she can clearly do at will.
The level-design is mediocre at best, sure it looks pretty good when you look at it first, but you'll find plenty of inconsistencies pretty fast, especially at the "Tour-de-Columbia" in the beginning of the game. Inaccessable balconies (no doors, no stairs, can't even jump up there) with people on it (how the fuck did they get up there and how are they going to get down before starving to death and why in hell did someone build a balcony onto a house without any accessway?!), houses which float around without *any* access or connection to the floor-levels (none of those connection-tiles on them whatsoever for reasons beyond my understanding) and houses which's ground-floor you can access, but which have no conceivable way of accessing the other floors, as the shop in the ground-floor intends to occupy all the space (which they sometimes don't do, despite having milk-textured instead of simple look-through windows in their back...) and there are no fucking stairs neither outside nor inside... And of course my favourite topic: Invisible walls keeping you from falling off the platforms in the beginning of the game, but not anymore as soon as you get to the first fight-passage. But! There's no fucking penalty for falling down, so why even put invisible walls there to begin with?! And then there are other more obvious level-structure problems: How do people get to or off Battleship-Bay for fuck's sake?! They either have to use the same way you do, which is, frankly, ridiculous, or have to dig themselves through the half-burried-beneath-sand entrances or fly there...
Another pet-peeve of mine is, that the game doesn't introduce some pretty basic ground-level mechanics to you, before you're well into the game. For the first hour or two, noone gives a single fuck if you take their own wallet from right under their nose or take the food out of their field-kitchen which they sell for a living, but suddenly stealing becomes a big no-no? And just a few minutes later, the owner of that cash-register is gone and the cop who watched that gun on the wall, too, because the area became a combat-area five minutes after you passed through it initially and suddenly it ain't labeled as stealing the gun anymore, but taking whatever the register contains is still stealing? And what the fuck are the "consequences for stealing" that I get threatened with? If any civilian area I pass through where stealing may be a problem, is a slaughter-house five minutes later anyways... To quote Jim Carry from Bruce Allmighty: "Smite me, O Mighty Smiter." I totally fear thy wrath... not.
Oh and then there's the AI and combat. No, I don't want the AI to be smarter really, as the game gives me preciously few mechanics to actually fight anything which is smarter then "stand at waypoint X and fire on player, no matter if the machine gun fire has a realistic chance of hiting from 500m away". And I really ate the crowmen. Those are totally scary, except they are not. No, don't even dare porting them into the vague direction the player is moving towards, because the player could do fuck all if they did as there are no evasion mechanics in the game whatsoever, it's clearly much more fun to just port them wherever the player was when the porting-sequence began two seconds ago, so the player knows where to shoot and is completely unthreatened... Oh and let Elizabeth point your enemies and their traps out for you too, because that makes combat even more enticing apparently. As it stands, there is exactly two types of enemies which are a danger to you: Massed melee-assaulters and enemies appearing in your back (usually scripted and appearing out of thin air without any rhyme or reason and/or railjumpers, though those usually loose their threat the moment you realize where they will appear again in the next wave of the scripted combat-sequence). Oh and while I rant about the combat, I have to stab at Elizabeth again. I really had a good laugh at the "she's such a good companion, she can take care of herself in combat"-crowd after the first fight-sequence after teaming-up with her. She does fuck all, dear crowd and she has to do fuck all, because the AI doesn't treat her as a target. She wouldn't even need to do her token-hiding thingy, she could stand out in the open, the AI could shoot you with AoE-weapons while you stand next to her and nothing would happen. Oh and of course she does nothing on her own, unless you order her to do something and I simply do not understand, how you can convince yourself of that blatent lie, when it's so blatently obvious...
Oh and then there's the checkpoint-system. Honestly, dear developers, fuck off with that bullshit. What do you think you're trying to achieve there? Is it lazyness? Is it trying to force me into following the consequences of my actions? Well, lemme tell you: It doesn't do anything to me beyond forcing me into not-exploring the consequences of my choices whatsoever. If I have to start an entirely new game lateron to find out, what the actual consequences of stealing may be or face beeing thrown back to a checkpoint that I crossed at an unknown point in time in the past, then I simply won't find out at all. Hey, I might like the consequences of stealing and may follow an entirely different path of the game if only I knew what consequences follow from forcing your ticket-service with a gun, insisting verbally on beeing served or simply waiting till that totally-not-obvious "covert agent" behind that counter reacts to my presence, but no, instead I play it "safe", because I don't want to have to repeat a good ten minutes (searching for loot included) of the game (yes, the last checkpoint before that encounter is right before you meet the mixed-race couple from the baseball-throwing sequence - assuming you didn't throw the ball at them) every time I have to make a decission like that.
Oh and then there are the myriads of people with which you can not interact, not even a set of standard-reply packages for random-NPCs, that's pretty cheap to lame, guys... Sorry, enough of the ranting. If you haven't guessed it yet, Bioshock Infinite is a pretty mediocre to bad game in my book. Right on par with Bioshock 2. At least I got X-Com out of the deal, so the 45? weren't the worst investment and admittedly, the game could be far worse. But as it stands, it's a pretty big let-down for me and the hype was much ado about nothing.