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As mentioned before even Bioshock Infinite has some comparisons to Marathon Infinity among other parts of Marathon. Let's run down that list too.
Here’s a list of comparisons to Marathon Infinity and/or other games or mods in the series I saw in Bioshock Infinite:
1. They share the same title, Infinite being another form of the word Infinity
2. Both games feature time travel/timeline hopping as major plot points
3. Parts of Infinite’s story is told through literal analogues to terminals in the form of Voxophones (record player audio logs instead of tape recorder or CD player ones from the other Shock games) and Kinetoscopes (silent movies based on a real form of very early television set). Marathon 2 & Marathon Infinity were going to add video terminals but they were cut, though the code remains in the game unused. Similar case for security camera terminals like Duke Nukem 3D & System Shock 1, which in Bioshock Infinite take the form of telescopes.
4. We have nightmarish dreams at certain points with cryptic hints to our past (implied in Marathon, definitely the case in Bioshock), some of which reveal an apocalypse we get to witness later. In Marathon Infinity, we witness this apocalypse first and can see it again in a different timeline via the secret levels.
5. We time travel sideways in time (technically diagonally in Marathon’s case) to see a total of 3 alternate timelines, looking for a solution that can stop the main antagonist who wants to turn the world into firewood to burn. In our original timeline, these events didn’t exist due to being stopped at the source.
6. The main antagonist is at war with another faction rebelling against him but the latter side have grown too heavy handed in their methods and wind up a different shade of evil even if a lesser one as a result, similar to the US & UK responses to the War on Terror (Marathon Eternal, which in that particular game was a plot point I missed completely until I read about it years after I first played in 2013)
7. We are forced to help an antagonistic character (but not the main one) take over from their masters which spans at least 2 timelines before they turn on us.
8. We are aided by similarly time travelling entities whose “advice” solely consists of being cryptic and annoying the player character (not necessarily us as well in Bioshock’s case)
9. Some enemies are heavy hitting cyborgs turned against their will and forced to serve the bad guys as combat slaves. Marathon has the stalker tanks, Bioshock has firemen and handymen
10. Some enemies are robotic defence drones & turrets used by the bad guys. Marathon 2 had a level where we turn the drones to our side using a computer virus though that isn’t in Marathon Infinity, Bioshock Infinite lets us “hack” turrets, flying turrets and motorised patriot robots using the Possession plasmid.
11. The main antagonist plans to destroy the world using his power and technology. At one point, we are taken to the future and see he has succeeded, everything we know and love is being consumed by almighty idiots. In Marathon Infinity, this happens 4 times, once per timeline except the final one. The only way to stop him is to go back to his source and erase the ♥♥♥♥♥♥♥♥♥♥♥♥♥♥ from existence (sound familiar?). In Marathon Infinity, we do this by trapping the W’rkncacnter in a black hole using the same terraforming station the Jjaro Yrro used thousands of years before, before it can escape via the sun it’s currently trapped inside being forced into supernova. In Bioshock Infinite, we commit assisted suicide at a key point in our past because the antagonist is an evil version of us.
12. The main antagonist’s actions drive people in the bad future insane by the time we get there. In Marathon Infinity, it’s at least 2 major characters and we only read their last words in terminals. In Bioshock Infinite, the only insane main character is lucid by the time we meet her and is trying to undo what she did, being the reason we’re in the future (and alive at that point in the game) in the first place. The rest of the insane ones are regular mooks and we have to fight them at several points, especially if the children turned into insane living security cameras spot us.
13. An item we find in a failed timeline (or rather another time period in that same timeline) is required in the present to help a major character find the solution to a major enemy. In Marathon, it’s saving Durandal’s primal pattern/memory chip when we are forced to kill him by Tycho, saving his life which we install into Thoth in the successful timelime/future of the current one so they can merge and find out how to stop the W’rkncacnter in the present. In Bioshock, it’s an old Elizabeth in the bad future giving us the notes CAGE for the whistler organ statues to summon and control the Big Daddy Songbird so we can give it to Elizabeth, allowing us both to use Songbird to destroy a syphon machine, unlocking Elizabeth’s full powers.
14. An existential ending taking place in a singularity where our partner character muses on the concept of fate, our role in all the events leading up to now and ending with us finding out a massive revelation about ourselves. In Marathon Infinity, the ending is ♥♥♥♥ because it’s still technically a cliffhanger that was never resolved, despite the ending taking place at the Big Crunch. In Bioshock Infinite, the ending is better because we survive our fate and wake up in a new timeline where we likely earned our happy ending, with our daughter now free to explore the universe and all alternate ones with her powers and even escape it. There’s apparently a sequel in the works too but unlike Marathon it just might be good. Let’s just pretend the DLC Burial at Sea never happened because Episode 2 is a difficult, bleak, plot hole infested fatberg clogging up the Bioshock pipes.
15. The hardest difficulty level is super unforgiving, requiring intimate knowledge of the levels and mechanics to survive and at times it stops being fun. (vacuum levels, Hang Brain, Aye Mak Sicur & Vidmaster Challenge in Marathon Infinity and the System Shock 2 style money requirement for revival on death, expensive items in vending machines, harder combat and the potential to screw yourself out of any revives at all in the final fight in Bioshock Infinite)
That makes 122 similarities to Marathon and PID across the Shock series as a whole not counting duplicates. At the end of Bioshock Infinite, Anna Dewitt says “there’s always a man, always a lighthouse, always a city” setting up the story formula for Bioshock as a whole while also pointing out the idea of constants and variables, but it could also refer to potentially entirely new universes in other games that just happen to have those constants.
For example, Space Colony Citadel in System Shock 1 could be seen as both a lighthouse and a city. Ken Levine thought so too at it was going to appear in Infinite but in the final game, it’s unused and can be found floating out of bounds in one of the levels. Tau Ceti V could be a lighthouse for System Shock 2 except the city that is the Von Braun crashed on the rocks, which would be the Many.
In Marathon, the lighthouse could be either the Earth W’rkncacnter’s pyramid or Jjaro technology found on Mars and its moons (especially if we count Doom as a stealth Marathon prequel like I do) and the city could be either the Marathon itself and even the ruined cities left behind by the S’pht on Lh’owon. We could also count the Pfhor cites in Eternal & Rubicon and maybe even the Jjaro Shield World too. Naturally, the protagonists of all those games are men.
The possibilities of potential crossovers have fuelled fanfics between all the games, such as Goggles and the Tears I linked above and the mod System Shock Infinite which was referenced in Episode 4 and used as an example in the comparison lists here. Will we even get new mods across all the games that combine them all to the same extent as System Shock Infinite? Maybe even a Super Smash Brothers style multiplayer crossover that plays like an Xbox Unreal Championship or 2007 era build Team Fortress 2 clone? The only thing we have for that last one so far is the Doom mod Quake Champions: Doom Edition where Marcus Jones and Durandal are playable characters. It seems to be limited mostly regular FPS games only though.
Only fan things mentioned are the lightsabres, ship bridge & its radar in Eternal and the existence of both Eternal & System Shock Infinite. The Halo 3 Cortana level example for Body of the Many is more a joke than anything as Marathon doesn't have something like that.