Very reasonable take, Alex. It pretty much captured my feelings on violence and player impact in the game. By the time I first got to Finkton I got hit with shooter fatigue. Some of that combat time could have easily been nixed for story exposition -- those "quieter" moments of the game that perhaps provided the purest gameplay and narrative pleasures. Basically, it's those moments where Infinite's at odds with itself and its pacing suffers because of it. I'm glad the story just mostly overcomes such issues.
I also maintain that Infinite being an experience to be reckoned with is ultimately good for gaming. Nobody's claiming that it's perfect, but it's certainly well-realized and gives people more to think (and feel) about than most triple-A big budget games. At the very, very least, Irrational made a better, thoughtful shooter with a story that made us care. Considering its hype and reach, I think Infinite can really change some hearts and minds about the medium, especially those players who already love games but never thought they could convey something quite like this.