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]]>Note: There are some kinetoscopes which appear more than once in the story – we’ve included them all for completeness but marked in italics any which you should have already collected if you’re following this guide from the start.
New Eden Square – “Father Comstock’s Gift of Prophecy”

Take a right at the massive statue to enter Hudson’s Suit Cloaks. Your first Kinetoscope is on the left side of the counter.
New Eden Square – “Beware the False Shepherd”

After the parade goes by, cross the bridge and follow the stairs to spot this poster. Next to it is another Kinetoscope.
New Eden Square – Telescope #1

After the boy gives you a telegram, head left to find the Telescope. Use if for a nice view of Monument Island.
New Eden Square – “The Envy of All His Peers”

Just before entering the Fairgrounds, you’ll head up a set of stairs to find Jeremiah Fink peddling his wares. Opposite him is another Kinetoscope.
The Blue Ribbon Restaurant – “A Look Back at Opening Day!”
The Blue Ribbon Restaurant – “The Prophet Stands Up to Foes: Within and Without!”
The Blue Ribbon Restaurant – “We Secede from the So-Called ‘Union'”

These three Kinetoscopes can’t be missed. Upon entering the restaurant, the machines will be by the dining room entrance.
Comstock Center Rooftops – “Danger on All Sides!”

Just after exiting the Montgomery Residence, head right and go past the Dollar Bill vending machine. Behind the tent in this back area is another Kinetoscope.
The Fraternal Order of the Raven – Telescope #2

Immediately after exiting the building, hop onto the gondola to the left. At its bow, you’ll find a Telescope.
Monument Island Gateway – “Uncanny Mystery in Columbia”

Immediately upon entering, turn right. This Kinetoscope rests against the wall.
Monument Island Gateway – Telescope #3

While riding your first skyline, dismount onto the archway where the enemy is firing at you. On the ledge here, you’ll find another telescope.
Battleship Bay – “Battleship Bay”

After waking up on the beach, you’ll soon enter a white building. Around the first corner, you’ll spot this Kinetoscope.
The Arcade – “A Look Back at Opening Day!”
The Arcade – “The Prophet Stands Up to Foes: Within and Without!”
The Arcade – “We Secede from the So-Called Union”

Once you enter the Arcade proper, head toward the prize desk. Opposite it you’ll find these three Kinetoscopes.
The Arcade – “Solving the Irish Problem”

Once you enter the Arcade proper, head to the other side of the Duke and Dimwit machines. Over here is a long hallway. You’ll find this Kinetoscope at the end.
The Arcade – Telescope #4

This is found between stepping off the gondola and entering Soldier’s Field. Look to the ledge just above the docked gondola to spot a Telescope that gives you a nice view of Battleship Bay.
Soldier’s Field Welcome Center – “A City in the Sky? Impossible!”

Once you enter the main building, head right. You’ll find this Kinetoscope near a model of the park.
Soldier’s Field – “Mighty Songbird Patrols the Sky!”

Cross the bridge to the park proper, then make two quick left turns. This Kinetoscope stands next to the walkway you just crossed.
Patriot’s Pavilion – “Who Are the Vox Populi?”

Once you enter the large courtyard area where the cops are getting a speech, enter the building to the right – this is the Patriot’s Pride Pavilion. In the back of the store on the ground floor, you’ll find another Kinetoscope.
Hall of Heroes Plaza – “Who Needs the Power Company?”

Once you reach the courtyard entrance to the Hall of Heroes, battle your way to the doors. Before entering, turn right to find a Kinetoscope against the wall.
The Courtyard – “The Lamb Is the Future of Our City”

Just before entering the Gift Shop, two Kinetoscopes will be sitting on either side of the entryway.
The Courtyard – “Behold the Miracle Child! A Prophecy Is Fulfilled!”
Just before entering the Gift Shop, two Kinetoscopes will be sitting on either side of the entryway.
Hall of Heroes Gift Shop – “A City Mourns…”

This is found in the room where you fight your first Motorized Patriot. It’s right in the middle of the room.
Continue to Return to Soldier’s Field
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Sometimes a change of pace is good. We may love a game to pixels and be happy to while away our days in its digital landscape, but once you start hitting 10, 20, 50-hour benchmarks, variety starts to become a necessity. It’s not hard to inject something different into the mix–some mini-games here, a couple of side missions there, maybe a boss or two with their own gimmick to nab our attention again. Come on devs, mix it up a little! Go crazy!
Well, okay, maybe not too crazy, because the more one thing differs from the game around it, the more likely it’s going to feel out of sync. That’s especially the case with boss battles that are so unique that it doesnt feel like they even belong in the same game anymore. Theres different and then theres straight-up mismatched, and if you push it to too faryou already did it, didn’t you? You did it eight different times. Aww, frick.

Uncharted is, for the most part, pretty open-ended in terms of how you beat down the waves of enemies thrown at you. As long as you follow the don’t-get-dead rule, you can shoot/snipe/blow up mooks to your heart’s content. All that goes out the window when you go toe-to-toe with Navarro, the game’s devious final boss–and by toe-to-toe, I mean his gun to your face.
From the wide-open battlegrounds that fill the other 99% of this game, the final battle funnels Nathan Drake onto a heavily guarded tanker as he tries to stop Navarro from leaving the island laden with ancient cursed gold. The ensuing battle is comparatively claustrophobic, as Nathan is cooped into a small portion of the ship with only destructible boxes to hide behind. Regardless, its tolerable, and taking out the gun-toting maniacs that fill the ship is all a matter of skill. Then you get to the final-final encounter, disarmed and staring down the barrel of Navarro’s rage (and also his gun). Cue jumping between boxes and throwing perfectly timed punches, where even the slightest deviation from the developers’ plans ends in failure. Jeez, somebodys a control freak.

A game-changer among first-person shooters, Portal broke the gun mold by focusing more on puzzle-solving and physics manipulation than killing. Excluding the disturbingly cute turrets, Chell doesn’t cause any sentient being harm during her excursion through Aperture Science. That is until GLaDOS tries to dispose of her still-living body, at which point the portal gun becomes a weapon of mass DOStruction.
Once Chell reaches GLaDOS’ secret lair, the object of the game goes from shooting yourself across rooms to shooting the AI with rockets, knocking off and incinerating pieces of hardware that contain her personality. However, a straight-up boss fight feels really out of step with what comes before, since Chell’s most violent act in the testing chambers is knocking over some egg-shaped bullet-douches. Plus, the fight is timed, so thoughtful pondering is right out while you try to deal with this brand-new kind of pressure. There are still puzzle-solving elements to it, since you have to figure out how to get each object from point A to point Burn, but in a lot of ways the change just doesn’t compute.

The story of BioShock is, first and foremost, the story of Rapture. Discovering what led to the citys downfall creates its own natural sense of rising action, so no need for clunky trope signposts to get you through. Instead, things develop organically from Raptures shattered ruins, instilling a sense of melancholy when you finally leave it behind. Oh, but you have to beat this generic three-tiered boss before you go. Thats cool, right?
Compared to BioShock’s natural build-up, its conclusion suffers from final boss shoehorning with the fight against Fontaine. Before the encounter, Bioshock’s only “boss fights” are the optional, player-driven Big Daddies battles, and those don’t yank you out of the experience for a bland beatdown. Fontaine, however, is completely separate from the rest of the world, a level unto himself. All of a sudden you’re focused on a straightforward boss fight with no room for different choices or play styles, reducing the game to a pseudo-magical shootout. Compelled to take part in this forced charade? There’s a man vs. slave joke in there somewhere

Sly Cooper is a man–er, mammal–of many talents. From sneaking to swiping to stealing the hearts of (literal) foxy ladies, there seems to be nothing Sly can’t do. Which is good, because in the middle of some plot-important sleuthing, he travels to the jungles of Haiti and must defeat the heinous reptilian mystic Mz. Ruby in a voodoo dance off. Oh lordy.
Mz. Ruby’s main method of attack is throwing objects conveniently shaped like Playstation buttons, which you have to match to keep Sly from getting knocked on his furry ass. Apparently this hurts our lady lizard somehow, because each time Sly passes one of her trials she loses a fat chunk of health. If it’s confusing how that’s supposed to work, its even more confusing how it’s supposed to fit in a game comprised of stealth mechanics and boss beat-ups. Thankfully, it doesn’t take much to bring Mz. Ruby down–you just need the power of dance.

Unless youve had your head in the sand for the past ten years (and I mean, even if you have), youve probably heard of Prince of Persia: The Sands of Time. But did you know there was a Prince of Persia before that? No, its true! And it got quite a bit of attention in its day for having one of the most confusing bosses gaming had yet seen. A shadow version of the main character, the Prince’s doppleganger does everything exactly as you do, so it’s impossible to kill him without getting killed yourself. A difficult boss isn’t weird for Prince of Persia, but the answer to defeating him is about as out of place as a Swede acting as Iranian royalty. You do nothing.
In a move that was new for not only Prince of Persia, but gaming itself, the answer to defeating the doppelganger was to have the Prince sheath his sword and walk up to the shadowy other, joining with him in one form. This pacifistic solution bewildered many players back in the day, since there are no other circumstances where the Prince can lower his sword without being ruined by enemies.

If there’s one thing Final Fantasy has taught me, it’s that the solution to everything is to beat the shit out of it. Childhood rival, vicious dictator, malevolent half-sword, half-clock god, the answer’s the same. Kick the ever-living bejesus out of it, and the universe will thank you. That’s why when I first played Final Fantasy VIII and got to the Adel fight–where you have to avoid hurting a friendly party member attached to the boss chest–my brain started to smoke.
Following a series of events infinitely too complicated and dumb to explain, monster sorceress Adel comes down from her space prison on a wave of sky-demons and absorbs leading lady Rinoa, forcing the party to fight Adel while not brutally killing their friend. That means all ranged attacks are out, as are summons, and for a game where summon-spamming is a perfectly legitimate strategy, that throws a wrench in the works. We can really only take so much insanity, Square-Enix–and we’re the folks who were fine with Quina.

Banjo-Kazooie is the kind of game that prides itself on being weird and non-traditional. I mean, there’s a sentient cheat code book! And garbage disposal whale-sharks! And you win the main character’s sister back during a game show! This quirky title plays by no rules but its own, and its rules are freaking weird. Well, except for the final boss. Yeah, that is weirdly normal.
Like Portal, Banjo-Kazooie is solidly about one thing through most of its run: hunting around while funny stuff happens, and probably saving your sister at some point. However, it turns into something else right before the credits roll. Banjo and Kazooie climb to the highest point of the game’s overworld and fight the kidnapping witch Gruntilda, at which point things play out like a pretty generic boss fight. Its disappointing when you look forward to more corny fun and get the same kind of final battle youd play in any other game. Well, at least they bring in colorful bird-lizard-creatures to assist, after you fill their statues with eggs. There’s that weirdness we know and love!

I hate you so much, Magnusson. First you show up like I’m supposed to know who you are, then you won’t get over a twenty-year-old exploded casserole, and then you give me this thing. This ungainly ball I have to use against five-story-tall robots while their little underling friends try to turn me into mincemeat. Thanks for nothing, you jerk.
One of the most difficult fights in all of Half-Life 2, the strider battle that ends Episode 2 is made five times harder by the Magnusson Device–a magnetic ball you attach to striders, then shoot to blow it up. While the idea of one-shot-killing a strider is sick as hell, it’s less amazing in practice. The devices can only be found at far-between dispensaries, so God help you if your aim is bad. Then if you manage to attach it to a strider you better be ready with that shotgun, because if youre not fast enough itll deactivate and you have to start all ovER AGAIN GODDAMNDJSKLFJSDKLFDAFDSJKLFD. Since this is the only “boss fight” where you do anything like that, the minute-long practice session you get beforehand doesn’t help much. So yeah, fuck you Magnusson. I’m glad I ruined your lunch.
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Here’s a small preview of the official BradyGames strategy guide for Bioshock Infinite.
Set in 1912, the player assumes the role of former Pinkerton agent Booker DeWitt, sent to the flying city of Columbia on a rescue mission. His target? Elizabeth, imprisoned since childhood. During their daring escape, Booker and Elizabeth form a powerful bond—one that lets Booker augment his own abilities with her world-altering control over the environment. Together, they fight from high-speed Sky-Lines, in the streets and houses of Columbia, on giant zeppelins, and in the clouds, all while learning to harness an expanding arsenal of weapons and abilities.

These items restore a lot of health but also decrease Salts a significant amount. These beverages should only be used in an emergency because the trade-off of health for Salts usually isn’t worth it. These beverages can also make Booker drunk, which is required to unlock the Lost Weekend achievement. Food items restore the Health Meter a small amount. You’ll find plenty of them all around, but it might take a few of these items to fully restore Booker’s health if he is really hurting.

Non-alcoholic beverages restore the Salts Meter a small amount. When it comes to Salts, every little bit helps, so pick up these supplies whenever they are avaliable.

Smoking restores Salts, but at the cost of a large portion of health. These are almost never worth using because Salts are fairly plentiful. You probably want to leave these alone, unless you are in a situation where you really need the Salts.
You can collect weapons either from defeated enemies or from random locations around Columbia. Watch especially for weapons that are simply placed in the world, as these can provide a hint about what’s coming up soon—if you see a Sniper Rifle on the ground, beware of enemy snipers! You can find ammo for weapons separately. There are boxes of ammunition hidden all over the game world. These generally restock a large portion of your ammo supplies. It can also be scrounged from the corpses of your enemies, though this typically only replenishes your ammo a few shots at a time.

Food isn’t the only way you can restore your health and Salts, since you can also find Medical Kits and Salts Phials of various sizes located throughout Columbia. Small Medical Kits restore 25% of a meter, medium sizes restore 50%, and large sizes can fully restore a single meter. Salt Phials can range anywhere from 10-100%, but will generally restore more than finding drinks. There are also many Vigor bottles in various places that can be picked up and used. If you haven’t received a particular Vigor before, it will grant a new power for you to use permanently! If you have already found it, it will completely restore the Salts Meter, so you should pick up any Vigor bottle that you see in Columbia—you never know, it might power Booker up permanently!

Booker can equip up to four pieces of ability-enhancing Gear to boost his powers and give him access to an array of new combat options and tactics. Each piece of Gear attaches to one of four specific slots—Hats, Shirts, Boots, and Pants. Only one piece of Gear can be affixed to a slot at a time, so even if you have two different Hats, you can only equip one. Of course, you can just store any extra Gear in your inventory and swap it out when the need arises. Whenever Gear is collected, the piece that is actually received is completely random—each time you play through the game, you may find a completely different set of Gear! Most Gear is carefully hidden, so you should always keep an eye out for more pieces. Also, you receive a piece every time you kill a Handyman, so pay close attention whenever you take one of these hearty foes down!

These rare items give you the ability to permanently boost one of your meters, allowing you to increase your Health, Salts, or Shield Meter each time you pick one up. Each Infusion bottle only allows you to boost one stat, so keep this in mind before you decide on the choice of upgrade. Infusions are very well-hidden and incredibly rare. They also fully restore whatever meter you’re upgrading. Consult the walkthrough of this guide to make sure that you find them all!

The Broadsider Pistol is the first weapon you’ll find in Columbia. The Pistol doesn’t deal much damage, but its speed and high ammo count make it a valuable weapon throughout most of the game. Although it doesn’t deal much damage per shot, the Pistol can fire very quickly—as fast as you can pull the trigger! The Pistol also reloads quickly, so when using the Broadsider, don’t be afraid to spray ammo everywhere! The Pistol deals huge damage on a critical hit, which is often enough to take out many soldiers in one to two shots. When using the Pistol, aim toward the heads of your enemies to take them out quickly.

These heavy hitter enemies are trapped in iron maiden-like devices that are constantly burning them for their wrongdoings in life. They use the Devil’s Kiss Vigor in combat, allowing them to attack you with the fire that surrounds them. The Fireman generally attacks by throwing Devil’s Kiss projectiles at you. While these fireballs are slow and easy to avoid, they explode shortly after hitting the ground, damaging anything nearby. This explosion has enormous range, so even if you dodge the initial fireball, run as fast as you can to get away from it! If you get too close, the Fireman attacks with a close-range explosive attack. Before this attack occurs, the Fireman glows brighter and brighter before exploding. You can bait this attack by moving close to the Fireman, causing him to stop and charge up. Then, move backwards out of his range to fire at him.
To take a Fireman out, keep aiming at his head while moving from side to side to avoid the attacks he throws at you. Once you get used to his methods of attack, bait him into exploding by moving close, then backpedal while firing at him to stop him from throwing fireballs. Be careful once you have the Fireman near death—he’ll charge at you and then self-destruct, causing big damage while wiping himself out. Early in the game, keep firing at him even once he starts running toward you, since you won’t be able to do much to stop him. You’ll slow him down with every shot, so make sure you keep unloading on him until he explodes. After you get Bucking Bronco, you can use this to both take him out quickly and completely avoid his self-destruct attack. Lift him up in the air, and quickly unload on him to dispatch this foe in a flash!
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We gamers are a fickle gang, arent we? Cut the hair of our favorite monster-slaying protagonist? Treachery! Port a platform-exclusive series to another platform? Treason! But these are misdemeanors when compared to adding multiplayer to an otherwise single-player franchise. This rabble was recently re-roused when Square-Enix announced that its Tomb Raider reboot would include a multiplayer mode, imposing competitive gameplay onto an otherwise atmospheric, intimate adventure.
But put down the pitchforks and quash the torches’ flames, friends! Adding online functionality to an otherwise solo affair isn’t always bad; the act of “tacking-on” multiplayer can often end with grand results (as we discussed in an editorial a few months back. Here are some examples of otherwise single-player franchises that have wowed us with surprisingly good multiplayer.

Dead Spaces take on survival horror in the new generation was filled with tense, fright-filled corridors and cheap (but thrilling) jump scares. This gameplay style, realistically, wouldnt adapt all that well to multiplayer, so it was no wonder that gamers were skeptical about Dead Space 2s inclusion of team deathmatch. How could it maintain the scares while prepubescent brats spit insults through their braces over Xbox Live? Well, it couldnt, but thats fine. Though the multiplayer of Dead Space 2 wasnt as frightening as the single-player, it was pretty damn good in its own right.
Players were broken into two teams, each representing a different side of Dead Spaces ongoing alien-from-The Thing-versus-human conflict. In one group was gun-toting security guards who could use all of the fun weaponry of the Dead Space universe against their necromorph adversaries. Playing as the Necromorphs on the other side was a great role reversal, and allowed players to experience the game from the enemys point of view, and fighting alongside other humans (instead of in tense, fright-filled corridors) was a nice change of pace from the otherwise lonely single-player campaign.

There was a time–not too long ago–when Westerns were to films what World War II shooters were to games. Americas love affair with cowboys, indians, horses, and six-shooters was paramount, but faded as the market became oversaturated (sound familiar, pilgrim?). Sadly, that was some time before the advent of the online multiplayer shooter, and as such, gaming hadnt really seen many successful games head out West. Red Dead Redemption, a pseudo-sequel to Red Dead Revolver, changed that, and included an amazing story and an equally strong multiplayer.
Joining with a friend online meant being tossed into the games massive world, where up to 16 players could travel around and complete objectives to earn experience and upgrades–and that was just the lobby. Besides simply causing havoc in the open-world, there were also plentiful competitive and cooperative options spread throughout varied environments. When the Undead Nightmare expansion unleashed a zombie horde on the Wild West it brought with it new multiplayer modes, turning it into an 1800s version of Left 4 Dead and giving you even more reasons to hit the old dusty trail.

Compared to many games on this list, there wasn’t too much anger over the announcement that Firaxis’ XCOM: Enemy Unknown would have multiplayer–in fact, there was a good deal more misplaced belligerence over the title’s lack of a hyphen. Odds are the community was just so darn happy that there was a non-shooter XCOM in the works that they werent about to take issue with some multiplayer addition thingy. Or maybe they (rightfully) guessed that the tactical gameplay that makes for brutally challenging and rewarding single-player battles would translate flawlessly to multiplayer.

Heres a conundrum: How do you take a slow-motion-filled shooter and make it work online without the entire experience crawling like a pissed-off paraplegic through molasses? If youre Rockstar, your solution is to create a complex system that slows enemies within your field of view while allowing others to continue at their own speed. That is, unless they see a slowed player, in which case they, too, are slowed in a chain reaction. The brilliance of Max Payne 3s multiplayer is that this all happens under the hood, giving you a seamless competitive experience that feels remarkably advanced while remaining incredibly simple.
Slow-motion is just one of many Bursts equipped and unlocked as you play the game. Others include granting bonus damage on attacks, giving teammates infinite ammo, and even tricking foes into thinking their allies are actually enemies. Different modes (including one where youre able to kill Max Payne to become Max Payne) help create some of the best third-person shooting action in the genre.

Uncharted: Drakes Fortune was a monumental success; it was cinematic storytelling at its finest (in 2007). A Hollywood blockbuster wrapped in a third-person adventure, Uncharted sported a lavish cast of likable characters, a wonderful plot, and gameplay that was the envy of the industry. With the sequel, developer Naughty Dog opted to not just expand the story, but also include a multiplayer component. People didnt take it well. Some thought it would syphon resources away from the campaign. Others worried that the series would take a co-op route. In short, it was common consensus that Naughty Dog had peed on the rug.
These irrational concerns proved as valid as most irrational concerns often do. The single-player of Uncharted 2 was leaps and bounds better than the originals, and the multiplayer offerings helped make Among Thieves one of the best games of all time. The three-player co-op was great for those uninterested in traditional team deathmatch, adding a new, vertical spin on the genres normal tropes, and the competitive modes proved surprisingly engaging. Turns out being able to climb stuff makes for a fairly unique multiplayer–who knew?

“I can imagine a [sic] AC multiplayer mode, one commenter mused when Ubisoft announced that Assassin’s Creed: Brotherhood would ship with a competitive complement to the series staple single-player campaign. Two players will stand and stare at each other for hours, each waiting for the other guy to make the first move so that they can counter it… then another guy just runs up and stealth kills them both.” Were not going to lie–that sounds pretty awesome. But he had a point! How could a series based on melee assassinations and parkour in an open world be adapted to deathmatch? Splendidly, apparently. Splendidly.
Brotherhoods multiplayer, and the continued competitive gameplay the series has had since, is beautifully original. Players attempt to score points by stealthily assassinating specific enemy players in a small slice of historical fiction, using social stealth to disappear in with a sea of computer-controlled automatons. Wanton chaos is punished–youre a scalpel, not a sledgehammer–and great reward is found in learning the mechanics and gracefully acting as a blade in the crowd.

Who would have thought that now, nearly a full year after Mass Effect 3‘s polarizing ending ignited the nerd riot of the century (or year, or… week, or… look, nerds rage, OK?), people would still be consumed in the game’s wave-based online multiplayer? Like, playing the hell out of it? Spending money on it? And clamoring for more multiplayer DLC? Surely not the commenters on the first preview we wrote about the cooperative mode, who said, “Even if i don’t know what the multiplayer is about, the fact alone that it exists is a bad sign, period.”
But it wasn’t a bad sign. Between the wide variety of enemy types and fine-tuned combat, Mass Effect 3’s multiplayer proved to be an utterly thrilling experience. Fighting off waves of enemies with friends was more fulfilling than wed ever expected. Character classes and unlockable upgrades made for incredibly varied gameplay, and the addition of booster pack-style upgrades with randomized gear and results made the itemization unreasonably addictive.

There are, of course, some examples of multiplayer being added to single-player franchises that didnt turn out as strong. BioShock 2s team deathmatch wasnt all that impressive, and Spec Ops: The Lines competitive side by and large completely undermined everything the game was trying to say. More often than not, however, the trend shows that good single-player games can become good multiplayer games without sacrificing the solo campaign, and thats something we hope to see continued in the coming years.
And if you’re looking for more multiplayer games to enjoy, check out best multiplayer FPS games and the most anticipated games of 2013.
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]]>We recently had an opportunity to chat with actors Troy Baker (Booker DeWitt) and Courtnee Draper (Elizabeth) about their characters and how they built the roles they’re playing. What’s most interesting: How they’ve worked together, along with Irrational Games creative director Ken Levine, to craft their evolving personas. Watch the video for all kinds of nifty insights.
And speaking of Ken Levine, we chatted with him as well. Fascinating stuff, especially how Infinite defies Levine’s previous approach to the performances in his games. Check it out.
So, whaddya think? Are you as excited as we are for Infinite? And do you agree with us when we say that Troy Baker is poised to be the next Nolan North? (Which we mean in the best way possible – Baker’s got some serious vocal chops, and we’d love to hear him in even more major roles.)
Sep. 6, 2011
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