Simply Copy the Previous Games Elements BUT BADLY

* See also Regurgitation_Station
* See also Infinite BS Hub of Analysis of the Failz
* See also BioShock_Game_Elements
* See also Infinite_ADAM ( Magic Potions Unexplained )
* See also Pigeon_in_a_Gimp_Suit ( trying to redo the Big Daddy )
* See also Lets_Push_The_Players_Face_Into_IT
* See also Gianormous_Infinite_BS ( do it bigger, instead of as good )
* See also Funky_Columbia_Machinery ( pathetic even for Lazy Steampunkery )
* See also Columbia_Audio_Diaries 
* See also STORY force-fed to you like a Foie gras goose is
* See also Vigors and Skyline, etc...
"Sequels Rarely Live Up To The Original Game, and Additional Sequels Usually Far Worse" - Ralph Baer 
We can witness the Degeneration that was Infinite BS, because WE had the previous Two Games to compare to.
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== INFINITE BS - Wanted to Be BioShock - Wanted to Use BioShock's Popularity ( Milk The Brand ) ==
The game is supposed to be a 'BioShock' ( Note- lack of 'Bio' and lack of 'Shock' ), and so they copied so many of the same game mechanisms. Many made no sense in the games setting, others were dumbed-down, others ruined Player choices/options for combat strategies, Fantasy took over. 
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Infinite BS - 'What Might Have Been', or Even 'Could Have Been' :
At some point they ( the game company ) would be very scared of making any significant changes, and it is possibly at that point was too far along ( behind-schedule/over-budget/milestones-unmet ), and had to be all wrapped up quickly. They would/should at THAT time been working on the first patches -- Typical for shipping a known defective product, which they these days can get away with since installation auto-updates are standard now ( and when they now always do the online registration. )
From what I could tell from the early Trailers, you had the possibility of being shot at by more enemies -- where they ( the game programmers ) need to control the scripting/pacing to NOT kill the Player too fast. There was a seemingly more '3D' shaped map ( the large cityscape, ziplines, etc ... ), and some heavily choreographed 'special Tear scenes' with canned unique special effects ( which always take alot of tweaking/customizing ).
Later, Trailer content showed a more mediocre game experience -- 'ditching' many features which no doubt they found couldn't be run on the hardware of the typical Player they were targeting, or they couldn't get to work, or ran out of resources to finish in time ( and huge amounts of already built assets were discarded ). The 'Heavy Hitters' were then shown, but eventually turned out to be 'just more of the same' ( and some hardly used ). The 'Songbird' was relegated to 'Canned' plot scenes.
The Combat eventually turned out to be simplified and repetitive ( and the numerous opponents being bullet sponges ). With limited weapon/ammo/tactic options, it proved to be a significant degeneration from the previous games.
Funny thing - with most of these deficiencies mentioned by many game reviews, the game still got 9/10 and 5-stars, etc ... which either shows you how lame the rest of the year's games were, or how far the magazine reviewers were arse-lickers to the companies that pay for their advertising.
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MIGHT HAVE "BEAN" ???
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Absurd Mechanisms ( this one a 'imagining' of a 1900s Security Turret ). What controls it so that it doesn't slaughter Columbia's loyal inhabitants ??Columbia's Faux-Automation - all magic based - SORRY Kennyboi & pack-of-lazy-morons, AI ain't happenin in gear/cog driven Columbia. This is not a 'Free Fire Zone' situation like the ruined places Atlas ran Jack through in BS1 Rapture. Indiscriminate and Simplistic electric eyes might serve in post-WW2 tech Rapture, but not in caveman-pre-electronics Columbia. It is Simply another case of lazy/careless 'Cloning without Thought'. 
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Infinite BS's Misfitting Loot System
Inappropriately and illogically cloned from BS1's Wrecked/Ruined Rapture Environment :
* Wrong environment/story-setting for 'Looting'
* Illogical - very odd things just sitting there or oddly thrown-away stuff ( ie- Money in Trashcans/Provision Barrels )
* Inhabitants generally had NO reaction to looting actions (stealing) 
* Inconsistent Looting- many other obviously visible/accessible things in the environment are NOT lootable/consumable ( part of static terrain )
* Jewelry/bullion and other items strangely translate into CASH ( Where, at Vending Machines ?? )
Cloned Loot Bin-diving cuz : 
* It was regurgitating same ideas used in 2 previous games, now done to excess.
* They NEEDED filler activity - reason for Players to walk more around terrain instead of just running through and shooting everything in sight and then probably finishing THAT game in 3 hours. 
Robbing corpses (you create) - Seriously a single policemen/minions of the hundred-odd you kill should be a goldmine of stuff EACH ( too much easy stuff with the game's body counts ) or having too few opponents ( being the main game activity filler ). Shooting civilians would need to be eliminated, else Hunting them would be too 'mean' for the Player's character. ( In Rapture, which was in ruins and scarcity was the rule, looting was logical to be pretty meager. )
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Plasmid Turned into Magical Ghost Driven Things as Infinite's "Vigors" :
ITS QUANTUMZ !!!!!QUAN TUMZZZZZ ..... DERRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP !!!
Vigors like "Possession" - which works on machines and people doing such magical things. NOT much like the simple effects of the elemental-based Plasmids of Rapture : Electro-Bolt's electric disruption or !Incinerate's fire, or even Winter Blast (freezing). (( It is like they extracted 'Magical-Cuz-Juice' from Elizabeth's urine in the Angel Tower to make these wonderful magic potions work. )) 
Yes, many of Raptures Plasmids/Tonics do go 'way out there' sci-fi-wise, but I can offer some plausible explanations ...
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CHARACTER CLONING ( Oops, Levine rejects BS2 being 'BioShock', so I guess its OK to plagiarize it ??? )
Elizabeth a parallel to Eleanor ? *SPOILERS*
:1. Both are the "Lamb" of their respective cults (( Have to keep up that Faux-Christian thing that Levine thinks 'strikes a cord', but is shallow simpleton Buzz-wording. ))
:2. Both are held captive by the head of said cults. In some way, BOTH characters have a "parent" to them who is 'The Leader' of the Failtopia.
:3. Both were being raised and groomed to succeed their parent as the head of their group/regime.
:4. Both were 'experimented upon' to give them their powers, and to "reach their potential" - To create a utopia ( Sofia Lamb's collectivist utopia, and Comstock's holy utopia for his own reactionary "American" ideals. )
:5. Both are rescued by their "Father". Eleanor is rescued by her 'Big Daddy' from her biological mother. Elizabeth is rescued by her biological father, against her "Big Daddy" ( Impostor Father from an 'alternate universe' ).
:6. Both have fantastical powers, Eleanor via ADAM, Elizabeth via Tears/Magic-Quantum-godhood.
:7. Both have been sheltered ( and are prodigies because of it - AND also psychologically damaged ?????? )
:8. Both were kidnapped from their 'fathers' and brought to a amazing city, places as horrible as they are amazing.
:9. Both are extremely willful and very rebellious against their current "parent".
:10. Both had a knack for cracking security. Also thanks to their being raised in a "prison" ?
:11. Even their appearance is similar, Brown hair, Blue eyes ( Disney Princess looks ).
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Simplified Illogical Repetitive Combat :
* Many of the previous games' Player's options were eliminated ( fewer guns to switch between, no specialized AMMO ).
* Mechanisms used for previous games still there (copied) - except now largely pointless/illogical/era-inappropriate.
* Arena Mass Fights - simply more opponents rather than better tactics
* Arena 'Tear' Gimmicks genericized and over-repeated ( They had discarded the concept of situational unique Tears, which were to be strewn through the game ).
* Vendors repeated ( so the Player doesn't have to backtrack a long linear path )
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Interviews : In Infinite The Elizabeth Character 'Will do this' and 'She will do that' :
OH SO MANY LINES OF SCRIPTING !!!! ( Battleship Bay no-combat interactions )
"BOOKER, CATCH !!!" ... ( an amazing (convenient) quick-resupply to keep the 'slaughter action' in the game moving )
Such Hype was done - THEN look at the actual final result of that game ... Few areas with that early level of interaction (( They ought to be ashamed ))
The BioShock MMORPG would show the Player what a Real AI can do - ie- 'Team' NPCs -- Which will require MAGNITUDES MORE 'scripting' for the proper logic required - just to be merely passable. Far more interaction with the environment and NPCs.
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That Game : What Never Was Delivered ( SO Was Infinite Just Bullshit From The Start ??? ) :
Early Trailers from Infinite BS showing very interesting things, which they then largely abandoned and minimized.
Simply how much better THAT original game was to be, rather than the convoluted mess the game turned into ?
 "Sad Sad is the Babylonian Clown ..." ( Columbian Bomb )
And then it invaded OUR Rapture ( via BaSx), and proceeded to ruin it too ( Canon breakage and Fantasy Tripe-Spew earned that a Rating of 'Three FailCats' ).
Infinite - A storyline TOO convoluted and damaged for even a Fantasy dream sequence - And more a Disney Ride Carwash/Abattoir"Abattoir" - a Slaughterhouse.
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Could it ( That FAILZ smudge on the BioShock Legend ) be converted ( redeemed ) into a believable story about a father who sold his daughter into slavery, and then seeks Redemption without resorting to Faux-Everything, and just have carousing fights and GOOD gun battles with Gilded-Age gangsters, rampaging through the seamy underbelly of an American-like city ??? 
Have GRITTY - instead of Gingerbread Lame-arsedness Combat ???
Drugs like : An opium-soaked brain's view to *Bio* Shock - The sensibilities of what normal people might see there ? Face down the Black-Hand Soldier ( with a heart ) ... Criminy !! - What the Hell did I drink last night ???? "Teddy Roosevelt don't cotton to no Anarchists, pilgrim !!!"
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A strange device that can hardly operate as a Vending Machine. Menu Selector is where on this ? The Items are where ( within that stand-alone box ) ? Payment is collected how ? An extravagant visual monstrosity on top with visible gears and joints they had long previous learned (Real_World) to hide. A perfect machine to be broken into by the Vox to get 'Super Powers' which the Citizens don't seem to buy and use. Prices which were equivalent to yearly wages ( Blame the Pavlovian 'Ka-Ching' loot game mentality for the inflation ).
Because the Level Maps were So Large, and So Linear, the gamemakers put their Vending Machines everywhere so the Player did not have to backtrack much. Unfortunately, that meant VERY MANY were put in locations which did not makes sense ( ontop of the Illogic of such machines selling Controlled Items in the Police State Columbia was shown to be.)
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NON-RUINED COLUMBIA - FULL OF LOOT
UnrealisticSettingProps.jpg
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Provisions2.jpg|HAD to be labeled because the Player couldn't figure it out ? 
Provisions.jpg|Barrels are kindof a 'dated' container by 1912
Rapture had a logical reason for scarcity, and already being 'well picked over'.
But in Columbia, we have tons of stuff we should be able to loot from, No ?
So, the presence of so many goodies being UN-TAKEABLE made it obvious that you are in a clumsy game.
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"MANIC MAGPIE" ( The Player endlessly Grabbing From Containers or Off the Ground ) :
Manic_Magpie Looting of resources in the game ...
"You pick(up) here, You pick(up) there ..." ( Lyrics of the Manic Magpie Song )
"Provision" Crates and Barrels Are Legion. ( In bizarre places, and Within which You find just dribbles of supplies. ) 
I especially love all the Lockpicks strewn about willy-nilly. ( Half the population must have been Locksmiths ... )
Shiny COINS .... !!!! ( Bags of them, Bullion, etc... It might have been a game point that Comstock was instead printing tons of "Greenbacks" ? )
The gamemakers could have largely disposed of this overly-repetitive 'Manic Magpie' Game Mechanism ( BUT THEN : Half the in-game Player Activity would have disappeared, and would have needed to be replaced by something competently done and more interesting/challenging. )
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==Loot That Is Just Wrong==
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PrettyDimLoot.jpg|Coffee in a CASH Register
MoreBadLooting2.jpg|Ammo in Turret which makes No Sense
StuffInBag.jpg|Coffee in a Sack
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There is alot of Strange Loot in the Containers and Bodies and Machines - which really do NOT make sense.
The Quantities also don't make sense. Those things cannot all be almost empty and not full of whatever they piled the containers for. In Ruined Rapture it makes sense. In Columbia it really does not. 
Did we really need the endless/constant 'Manic Magpie' looting in that game ? Columbia would have looked far better without 'Provisions' barrels/crates everywhere. A few packed full of stuff to be grabbed to restock would have sufficed.
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That Weird Infinite BS Loot System :
* Why are there Hot Dogs and crap stuffed into boxes and flower pots ? Such Random loot in the first two games might make sense being Splicer stashes, but this is literally just dumpster-diving for the Player.
* Even though there are normal people everywhere, it is okay for the Player to just loot every container, including PEOPLE'S PURSES, without any reaction whatsoever ? That much touted 'scripting' AI was alot of bosh.
* Pistol Ammo inside a barrel of fireworks ? YES, When storing ammunition, I like to make sure the bullets are right next to the explosives - it's safer that way. Let's please have logical places for things so when you are short you can find what you need in LIKELY places. Columbia is a normal place, not a picked over ruin like Rapture was. (( OOPS if no Manic_Magpie searching every container - that would trim a whole hour off the game play-time - it was short enough as it was. ))
* Money tossed in the trash. Are these Offerings to the Founding Idol Gods ?? No live children like they offered in flaming death to Baal ? ( Who says human sacrifice and cannibalism DOESN'T take place in some corner of this flying insane asylum After the ceremony, its taco night !!!? Some 'clever' frightful 'arty' scene Tableaux were 'missed-out-on' there. )
* Whole handy stockpiles exist where ever Elizabeth keeps 'gating' Stuff In From ( but only during large gun battles ). Wouldn't it be semi-intelligent game design to RANDOMIZE them ( which ones and where ), SO that you ( the cattle-like Player ) might have to think a little to plan a strategy. You might THEN be forced to use some different Weapons/Gearz/Tactics/Magic-potions, INSTEAD of always using the same things in those repetitive battle arena situations ????
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Linear Game. Long Padded Filler Terrain. So, they could not have you bothersomely have to travel BACK to previous levels constantly to access the machines.
INSTEAD, they just place these vending machine things ( already having little historic-era and non-widespread-use reason to exist ) EVERYWHERE. 
SHANTYTOWN ? A Hidden Corner In Finkton ??? That is as illogical as having so many Vita-Chamber locations in Rapture ( IF they only 'work' for Ryan - That being done as a GAME Facilitation, and not really justified in their existing/placement ).
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'Going A Little Overboard' in the 'Effects' ( Like they had to 'Out Do' the previous games' Plasmid Effects )
(( Physically Impossible - So Now Degenerating Into Fantasy Shit Type Stuff. ))
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Unfortunately, ALL the Blocked doors in Columbia had far less excuse than the Ruins of Rapture.
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Coffins not really needed here. Wouldn't a pile of wrapped corpses been even more effectively disturbing ?? 
'Closed-in' Rapture, with limited 'Cemetery' space, it makes more sense.
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Hey, there is a Mausoleum, too ...
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They had to fill in the Players Money Stash to afford those ABSURD Upgrades from Vending Machines
Laying in the open in Normalcy or Ungrabbed in Chaos by inhabitants - just plain strange.
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If you stole something in Comstock's Biblical Justice-land, didn't you get your hand cut off ???
Requiring so many safes - Honesty and Virtue don't seem overly well infused within Columbia, DO THEY ?
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