I'm currently playing through it for the first time on my new PC, but man is the social commentary heavy handed... like almost System of a Down levels of heavy handed.
Like when you read a first semester paper about any complex subject matter, or MGS trying to tackle politics and ethics kind of heavy handed. Like "look we're deep, noticed how deep we are, did we mention that we have underlying themes in this game? No, well let us beat you over the head with it some more... still not noticed? Let's throw in some more vignettes that have the subtlety of a ten ton tanker...
I mean I get it, you have to be blunt in such a format, but the game commits the cardinal sin of games by showing not doing. Especially in such a game you could make it much more interactive, instead of just doing semi interactive cutscenes.
Like the stuff where Elizabeth is throwing coins or ammo at you... that mechanic actually helps bind you into the game world, but then you come across NPCs and you just know that your presence and their presence is absolutely in no connection to one another. It's just basic window dressing. They have nothing to say or do, and no matter what you do, the world around you won't change...
a pitty since the game could explore this much better instead of just throwing waves of enemies at you that feel like the least interesting cannon fodder ever.
In the original Bioshock the Splicers were actually pityful creatures, every encounter felt like you killed a person instead of just another soldier. This is further expanded later when you learn who the Big Daddies are, the ultimate perversion of the splicers concept, but in Infinite... yeah... none of the grunts or even bosses has anything to contribute to make the games concepts fleshed out.
Maybe I'll change my mind once I finish the game, but I doubt it.