Lifestyle
It All Stems from Love
When she arrived in California from New York, Kathleen “Frankie” Francesca wanted to make a difference. Her dream job—working for a modeling agency in New York—had turned out to be an unfulfilling pit stop.
While supporting her parents, both of whom have diabetes, Frankie began to volunteer with the American Diabetes Association (ADA). After attending ADA committees and recognizing within herself the desire to help others, she decided to enter the world of medicine.
Meanwhile, the occurance of a family hardship meant Frankie had to sell everything she had. Her father was laid off at work and then had to recover from an accident; her mother had to stay home to take care of him and help Frankie with her daughter, as she had just become a single mother. There was something Frankie’s mother would say to her that rang true, even in times like these:
“As long as you are breathing, there is always hope.”
Frankie lost neither her hope nor her compassion. Her goal was to begin working at R3 Regenerative Medicine (R3), a company that helps doctors obtain turnkey operations for stem cell clinics. Starting out, she had no phone and no computer. For the internet access she needed to be able to do her job, she was continuously going to libraries.
“I couldn’t tell the CEO that I didn’t have anything,” says Frankie. It wasn’t until two years ago that she did tell them about her initial struggle and lack of resources. Today, she is grateful that the CEO of R3 took a chance on her.
Five years later, she is Chief Operating Officer, and Vice President and partner at R3 Medical Training. She is doing the kind of work that she came to California longing to do: helping people, educating them, and changing the way they live their lives.

“Doctors use [stem cell regenerative medicine] to avoid surgeries or help slow the progression of any existing conditions,” says Frankie. “Anywhere from diabetes to neurological issues and joint issues. There’s a lot that you can do with stem cells.”
Frankie is a single mother to her 9-year-old daughter, Valentina. When she isn’t at work, she is spending time with her. They travel together, too, but working seven days a week means that she doesn’t have much extra time.
“I feel bad having to leave her when I have to travel for work,” says Frankie. “But at least I’m leaving my daughter knowing that I’ve done something that I can be proud of, and she can be proud [realizing] how much of a difference her mother made in those people’s lives.”
Where R3 was once a small marketing company, there are now 43 affiliated clinics across the United States and eight internationally. They are opening their own headquarters and anti-aging clinic in Scottsdale this September, a clinic in Nashville in November, and soon another in India. Frankie is preparing for their very first Health and Wellness Summit in Temecula this January—which will not be without celebrities.
One clinic, co-owned by Frankie, recently opened in the Philippines. She is especially excited to start visiting this location; she has family there, and has not been back in 25 years. With the opening of this location, she will be able to visit a few times a year.
“I’m looking forward to bringing my daughter so that she can learn the culture,” says Frankie. She is planning a trip for as soon as January 2022.
Currently, Frankie is in the process of finalizing a memoir, which she has written to tell her story to both her daughter and generations to come. She is not writing the book with commercial success in mind; rather, it is a heartfelt gesture to her daughter, a vessel meant to preserve important memories. She wants her daughter to know her journey, including how she dealt with negativity on the way.
“Especially as a single mom, you know, being Filipino, back in the day, we’re kind of looked down upon,” says Frankie. “Getting to where I’m at now in life, [I’m] supporting my family, giving my daughter everything that she can ever hope for.”
Frankie moves through life with a big heart and an eye on the future. She wants everyone to know that they can achieve a lot more than they think is possible, if they do as she did: keep at what you’re passionate about, don’t lose sight of the bigger picture, and in her words, be “willing to sweat bullets.”
Lifestyle
The Future of Youth Horror Gaming: Lonely Rabbit’s Midnight Strikes
Empty hallways echo with footsteps that aren’t yours. The carnival rides spin without passengers. Familiar spaces, the ones etched into childhood memory, twist into something menacing, something that watches. Lonely Rabbit’s Midnight Strikes arrives eight months before its completion, targeting a youth horror genre that is hungry for experiences that feel personal rather than purely fantastical. The indie studio searches for a publisher while building momentum for a game that weaponizes nostalgia, turning high schools and carnivals into theaters of psychological dread. As franchises age and audiences demand fresh scares, this PC title tests whether memory-based terror represents the next chapter in youth horror.
Maturing Past Jump Scares
Youth horror gaming shed its training wheels. Little Nightmares and Bendy and the Ink Machine proved that younger players crave atmospheric storytelling over cheap shocks, puzzle-solving over gore, and visual distinctiveness over recycled formulas. Bendy’s ink-soaked corridors attracted a massive audience, including children drawn to the characters despite the T-rating, because the experience felt emotionally authentic rather than condescending. Players now expect psychological tension woven through environmental details, stories told through decaying spaces, and cryptic objects scattered across levels.
The genre’s maturation reflects audiences who grew up solving Portal’s test chambers and exploring Limbo’s monochrome nightmares. Among the Sleep demonstrated the potency of perspective: experiencing horror through a toddler’s eyes made familiar domestic spaces feel uncanny and threatening. Fran Bow plunged players into hand-drawn asylum corridors where perception itself became unreliable, where puzzles demanded engagement with trauma and grief rather than simple pattern recognition. Modern youth horror respects its audience enough to disturb them thoughtfully, creating experiences that linger days after the screen goes dark.
Corrupted Childhood as New Territory
Midnight Strikes drags players through levels “reminiscent of their childhood memories”: the high school, the carnival, spaces universal enough to feel personal. Lonely Rabbit constructs what they describe as a “menacingly beautiful atmosphere filled with bizarre and terrifying creatures,” pairing monster survival with puzzle challenges that prioritize mood over mechanics. The game adopts a “cinematic and otherworldly feel” while grounding its terror in locations players actually inhabited, making fear feel intimate rather than abstract.
This memory-based direction distinguishes Midnight Strikes from fantasy settings that dominate youth horror. Deserted carnival rides and empty school corridors carry weight because players recognize them as such. Maybe the locker rows feel too narrow, maybe the Ferris wheel groans with a voice that shouldn’t exist, maybe the cafeteria smells wrong. The game challenges players to “survive their fear of the unknown” while navigating spaces that should feel known, creating cognitive dissonance that amplifies dread. Other developers exploring similar territory, such as Subliminal, which utilizes “nostalgic spaces” and “a rotting feeling that something is not quite right,” suggest that childhood corruption represents an emerging subgenre.
Lonely Rabbit’s approach weaponizes personal history. Every player attended school, visited carnivals, and formed memories in spaces designed for safety and joy. Corrupting those spaces turns nostalgia into a threat, asking audiences to confront distorted versions of their own experiences. The monsters inhabiting these environments become more than obstacles; they represent the fear that familiar places might betray us, that memory itself becomes unreliable when shadows move in the wrong direction.
Smaller Teams, Bigger Risks
Indie studios like Lonely Rabbit maneuver where larger publishers hesitate. Their two-month publisher search and pre-launch community building reflect changing pathways for games that defy established franchise formulas. Building a follower base before release creates market validation, proving that audiences want what you’re making before significant capital is committed. Transparency about development timelines and production milestones generates audience investment, turning potential players into advocates during the publisher search.
Midnight Strikes represents creative gambles major studios avoid when quarterly earnings loom. Smaller teams experiment with concepts, corrupted childhood spaces, memory-based horror, pand sychological tension prioritized over action mechanics, that might fracture focus groups but resonate with underserved audiences. Lonely Rabbit’s global distribution ambitions demonstrate indie confidence: build something distinctive enough, and geography becomes irrelevant when digital storefronts erase borders.
The next eight months determine whether Midnight Strikes defines a subgenre or remains an interesting experiment. If players respond to horror that mines personal history, if corrupted nostalgia proves more terrifying than fantasy monsters, other developers will follow this path. Lonely Rabbit’s gamble, that childhood spaces make better horror stages than alien planets or demon dimensions, could redefine what scares young players next. The studio’s publisher search tests whether the industry views memory-based terror as the future of youth horror or a niche curiosity. Either outcome writes the next page in a genre still learning what it can become.
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