Unpopular opinions

Personally what I wanna see more fangames that have their own unique take on Pokémon rather than trying to look "official". People already brought up Sonic and the Fallen Star with its unique style, and the Mega Man fanbase also has stuff like Perfect Blue. I wanna see fangames with really strong identities that explore more concepts than just "gyms but harder". Not that there isn't games like that, but they're usually relegated to game jams and tend to be too unrefined and in a smaller scope
 
Sadly most people are into the series for the cute designs, not the RPG gameplay
Seeing reviews praising SV for making most trainer battles optional was my personal Joker moment
I'm telling you people, the moment they make some sort Pokemon life sim it'll be all over. Call it something like "My Pokemon Neighborhood" and it's just Animal Crossing but now your townsfolk are Pokemon. Trailer shows you going to Greninja's house and then having a conversation with Scyther mowing his lawn with his arms. 10 million copies sold at least.
 
This would be solved if the more badges or higher leveled mons you have, the faster early level mons you're training gain levels

Like a sort of mentorship. Let's say you have a level 30 mon, and you're training a level 12 mon. The game sees the highest level in your party, then applies a (if highest level greater than yours by over 4 levels, do EXP multiplier High Level/Cur Mon level)

So a 2.5x EXP gain for that lvl 12 mon in that instance. Maybe also reward the player for having multiple high level mons or badges to further increase exp gain for lower level mons

Of course the main thing is how Lvl 70 legendaries caught would impact this, so maybe have a check to prevent quick lvl ups

The Exp crystals are convenient, but pretty divorced from teamwork theme. Though it does make things less grindy
 
I'm telling you people, the moment they make some sort Pokemon life sim it'll be all over. Call it something like "My Pokemon Neighborhood" and it's just Animal Crossing but now your townsfolk are Pokemon. Trailer shows you going to Greninja's house and then having a conversation with Scyther mowing his lawn with his arms. 10 million copies sold at least.
I've seen someone saying exactly this back when Concierge came out lol
 
This would be solved if the more badges or higher leveled mons you have, the faster early level mons you're training gain levels

Like a sort of mentorship. Let's say you have a level 30 mon, and you're training a level 12 mon. The game sees the highest level in your party, then applies a (if highest level greater than yours by over 4 levels, do EXP multiplier High Level/Cur Mon level)

So a 2.5x EXP gain for that lvl 12 mon in that instance. Maybe also reward the player for having multiple high level mons or badges to further increase exp gain for lower level mons

Of course the main thing is how Lvl 70 legendaries caught would impact this, so maybe have a check to prevent quick lvl ups

The Exp crystals are convenient, but pretty divorced from teamwork theme. Though it does make things less grindy
images
 
I mean ultimately Exp crystals are "enough", but I'm just saying. If teamwork is so important, how come it doesn't impact other elements? How come IVs are so rigid unlike EVs for Gens 1-6 it meant your starter you raised would never be peak without RNG manipulation for comp?

The fact Exp Share penalized you Gen 1-6 by splitting exp says a lot to me. No wonder people got encouraged to mindlessly solo with just the starter + some legendaries, the game's idea of "get new toy and trash old" seriously hurts it, and makes revisiting old areas go from "heh, I can one shot now" to "oh no...my new toy is so weak to raise". And we complained enough of early game just not lasting, and still in Gen 9 be victim of mid-late game power creep in comp (bar Lokix)

The lack of actual teamwork in Pokemon is accredited to many archaic game design. Instant PCs honestly helps a bit (just remove HP restoring), but the player has no incentive to experimenting. If GF wants to be nasty, they can implement a stamina gauge early game to encourage not soloing, but I dunno. Might be much

I don't mind full team exp share modern games have, but they don't work cuz GF can't balance shit early game due to traditional archaicness
 
It's not so much "removes grinding" literally, but rather lets you keep your entire team leveled without having to do the weird swap arounds, as well as level up freshly caught mons without needing to drag yourself through "send in, swap pokemon, KO, repeat" (moreso for things like Magikarp or Ralts).

The issue has never been Exp share, it's always been that the games' exp curve does not accomodate for its existance.

At this point any game that features swappable partyes and does not feature some form of "backrow also gets exp" is just artificially inflating playtime, we're not in 1990 anymore.
That has always been a problem with the old Exp. Share's availability though.

And "backrow also gets exp" does nothing but inflate levels. Honestly, the bigger problem is the Exp. Groups. Exp isn't equal for everyone.

It wouldn't be a problem if it worked, but nothing about it works as intended! :totodiLUL:
 
It wouldn't be a problem if it worked, but nothing about it works as intended! :totodiLUL:
Well, yes, as I said the issue is that the exp curve doesn't accomodate for it, and the "exp groups" also stopped making sense approximatey 5 entries ago.

But again, the feature itself is fine, and if it wasn't around even I would just go back to just faceroll everything with my starter cause what'd even be the point to make my life harder otherwise.
 
I think that the current exp share doesn't really alleviate the pressure to just solo with a single mon because fainted members don't gain exp. This means that you can frequently end up with less total exp for trying to actually use the weaker members compared to having them just sit behind the ace. Scaling exp with level difference tries to deal with this, but I think it would need to be dialed up to awkward extremes to fully counter it.
 
This is another one where the real issue is that GF can't decide on what they want the games to actually DO. Granted, difficulty curves are notoriously difficult to get right, but...
How much grinding should happen between major fights, when using an established team?
How long should a new member added to the team take to "catch up"?
How much benefit should the player get from going out and doing extra? (grinding, exploring for items/tms, playing the gen's minigame)
How hard should a major fight be in general?

I don't know what the answer to those should be. I'm sure everyone here would have their own answers*. But what bothers me is I'm not sure TPC has even considered these questions in any sort of official way. It honestly feels like their answers are mostly vibes, varying from game to game, and often severely changing within a single game. And that's not a good thing for building an interesting gameplay loop.

*ranging from "you should be perpetually underleveled and grinding should take hours" to "just give us a Showdown-style editor we can access at any center"
 
Honestly, one of the many reasons I hated Y was that Megaevolution was a win button that made Charizard unstopable. Without a cooldown like at least Tera has initially, it can be just too broken.
Destroying everything with your starter may be fine when you are a child-trough even then I didn't consider it exciting- but even as a pre teen I was bored of the concept. I tried to handicap myself by not using Mega unless the opposing trainer also had it...and well, most don't so I wasn't using the new exciting gimmick of the gen. I didn't have that problem in Galar, where I could at least Dynamax without feeling guilty. LA gives you a lot more teasons to use different teams so the issue isn't as prevalent, but you can still easily outlevel your starter (trough to be fair levels have less of an impact because of how the styles work).

I'm not asking for the Indigo Disk being the new baseline, just make battles interesting and exciting even if they are not really hard and take the exp share in mind. As mentioned above, just some consistency would be nice.
 
Following some discussion about
the lack of Pokémon Legends Z-A announcements at Worlds
, I’ve got a new hot take I want to share with you guys before I call it a night, and I love for a feeling some of you are really not going to like this one. takes a deep breath

I think The Pokémon Company needs to take some serious notes from… Call of Duty of all places? Yes, you read that right, and no, this isn’t a meme post. I’m being completely serious. Please allow me a moment to explain: so you all know how Pokémon generations generally last three years, occasionally four? And you know how The Pokémon Company is actually owned by three different groups (Nintendo, Creatures Inc., and Game Freak)?

Hardcore Pokémon fans are always talking about how the newer games are rushed and bad and all that, but I think I have at least a business pitch for how The Pokémon Company could release yearly core series installments and still have time for every single one to not be as rushed as some of the games we have gotten. The Call of Duty fanbase can tell you that this I.P. has a somewhat similar dynamic, that in our case can be tweaked a little bit to account for the needs of Pokémon, and the way to do this is, at least in theory, so stupidly obvious that I’m shocked this hasn’t been mentioned more. Literally all you have to do is make it so Nintendo, Creatures Inc., and Game Freak can rotate on a three-year cycle system with their own yearly releases, but have all of these games list The Pokémon Company as the publisher while they’re listed as your rotating developers. That’s… that’s literally it.

What that does is acknowledges the correlation between a successful marketing strategy and a quality product, and I am almost certain that even the less popular Pokémon games could look and feel more appealing than some of the newer Call of Duty games have. Being able to rotate between different series of games all under the same parent publisher helps keep yearly releases fresh without the I.P. becoming stale. We’ve seen how this cycle style can bring success to quality works- see how Mario rotated between 3D Mario, Mario Kart, and 2D Mario every year from 2004 all the way to 2015. See how even the less popular Call of Duty installments have led the I.P. to maintain its spot as the best selling games in its biggest market (the United States) for 12 out of the past 15 years going back to 2009, and even those three off years still had Call of Duty just outside of the top spot. Some of those games may feel a bit rushed in situations like, say, the pandemic, but even games like Scarlet & Violet have their fans who enjoyed what was brought to the table, and the quote “actually good games” released during the past two decades that were made with genuine passion have been some of the best video games… maybe ever?

I can see it now- a system where three different kinds of core series games are designed, each by a different member of our Pokémon developer trio. Game Freak could maintain their role with the “new games” of each generation and have three years for both of their internal teams to work on the same game (effectively multiplying product quality by six), Creatures Inc. could upgrade from occasional spin-offs to core series developer with the remakes and still have their in-between years for smaller Pokémon projects that might come along (such as their work on Detective Pikachu for example), and the Nintendo-sanctioned developer group could handle other kinds of “side games that feel like the core series”; think like your Pokémon Colloseums or your Pokémon Rangers, though Creatures may still want to keep the latter. If any one game in a three-year stretch needs that extra year, I don’t see why they couldn’t hold an internal shareholder’s conference to discuss things like release date flips, potential gap years, or new console announcements. If I was in charge, this is how I would opt to try and handle Pokémon’s developmental growing pains, but what do you think? This might not be a perfect solution, but it’s by far the best idea I can come up with.
 
After clowning on Ash-Greninja since forever, I've majorly come around on the idea of the Bond Phenomenon. The concept of a Pokemon and its trainer achieving such perfect sync over a lifetime of adventures and battles that the Pokemon is able to achieve an enlightened state where it assumes the physical features of its trainer and an accompanying power boost is just so oddly beautiful and thematically resonant. I can imagine it as something only a tiny handful of trainers have achieved throughout history, those who have dedicated themselves completely and utterly to the art of raising Pokemon and understand these creatures and all their complexities at the deepest level. Of course Ash would be able to bring this out - from taking care of pesky babies to confronting world-shaking Legendaries, he has witnessed every aspect of Pokemon, every type of Trainer. More than anyone in his era he has seen their trials, their joys, their sorrows, their hopes and dreams. This is the final mark of his exceptional life, the culmination of his odyssey, his Ultra Instinct, his Musou Tensei. And so it is only appropriate that his final evolution would be alongside his most prized partner, the one who has stood by his side since he left Pallet Town so long ago...

...Oh, wait. Yeah, hate to end on a downer note, but this is why I emphasized me liking the idea earlier, not the execution. In some alternate timeline Ash-Pikachu was the final trump card against Leon's Charizard, but that's neither here nor there.
 
After clowning on Ash-Greninja since forever, I've majorly come around on the idea of the Bond Phenomenon. The concept of a Pokemon and its trainer achieving such perfect sync over a lifetime of adventures and battles that the Pokemon is able to achieve an enlightened state where it assumes the physical features of its trainer and an accompanying power boost is just so oddly beautiful and thematically resonant. I can imagine it as something only a tiny handful of trainers have achieved throughout history, those who have dedicated themselves completely and utterly to the art of raising Pokemon and understand these creatures and all their complexities at the deepest level. Of course Ash would be able to bring this out - from taking care of pesky babies to confronting world-shaking Legendaries, he has witnessed every aspect of Pokemon, every type of Trainer. More than anyone in his era he has seen their trials, their joys, their sorrows, their hopes and dreams. This is the final mark of his exceptional life, the culmination of his odyssey, his Ultra Instinct, his Musou Tensei. And so it is only appropriate that his final evolution would be alongside his most prized partner, the one who has stood by his side since he left Pallet Town so long ago...

...Oh, wait. Yeah, hate to end on a downer note, but this is why I emphasized me liking the idea earlier, not the execution. In some alternate timeline Ash-Pikachu was the final trump card against Leon's Charizard, but that's neither here nor there.
I like the idea of the Bond Phenomenon outside of the context of being restricted to certain people. Though I will admit, 90% of that sentiment comes from me going on record saying I don't like Ash as a character like... at all. That's a post for another day, but even if I enjoyed Ash compared to actually compelling, more developed anime protagonists, the fact is that there's nothing stopping other Pokémon from wanting to... get stronger and look different... when they have a strong bond... hey wait a second, that's just Mega Evolution with a different coat of paint! Never mind, I take back everything I said. Except the part about Ash. Though I will say, I prefer Bond Phenomenon's take on this more than Mega Evolution's take on the friendship thing, so I can still vibe with your opinion.
 
2) When this next-level production is finally made there is very a good chance it'll be done by the Pokemon Mystery Dungeon fanbase. For the relative youth and small size of that series' fangame scene they've made shockingly quick progress on everything from sprite art to writing. Maybe it's confirmation bias but they just seem to have a fundamentally different, more holistic outlook where they think about how PMD can be enriched as a setting and what kinds of stories can be told in it more often than the Pokemon Essentials crowd who seem generally more interested in metagaming. It could even be the fault of some bad incentives with mainline rom hackers churning out kaizo stuff for Youtubers to play while the PMD fanbase is sufficiently niche and tight-knit to where they're not making games for anyone besides themselves.
That's because PMD's fan community got major juice from fanfic. Fanfic meant that PMD community speedran the process of learning how to do PMD worldbuilding and storytelling by process of terrible writing by 2012, ever since then many of the popular PMD fanfics are stellar, and therefore a large part of the fangame community is turning similar level of writing into titles.

A lot of modern PMD fanon is derived from a story from 2008 called "Pokemon Mystery Dungeon: Silver Resistance", and its effect on how people justified worldbuilding in PMD so hard that newer writers to the scene who never even read it still, from osmosis of other fics they probably read, put Silver Resistance fanon into their stories.

Basically, the PMD community spent decades of furry-fueled fanfic writing to get to the place it is now.

Pokemon main community is almost entirely gameplay focused with people not really respecting the need for good stories. It's bizarre since fakemon cannot carry your game. There are people like me who do not care to get invested into your fakemon dex and learn 100+ creatures' types and abilities only to throw them out after the playthrough. But a good story and campaign? That lasts a while. That instantly is a major reason to play the game.

Now, Pokemon DOES have tons of fanfic, but Pokemon fanfic almost always was basically shipping. There is some that isn't really like that, but it's a lot rarer- in the space a story about a trainer becoming a champion is called a "trainerfic", and unlike PMD community, the rules of writing a Pokemon world fic are far less centralized, and this is even assuming that fanfic writers are helping on fangame projects, unlike the PMD community where that is 100% true. Can Pokemon talk with each other? Maybe in general? Psychic powers? Do they not talk? How sentient are they? Is it species by species? Conditional? Sometimes it's trained vs untrained, and sometimes it's just made the fuck up as the story goes along. Even a basic question such as "How much agency do the Pokemon have" is something that basically every story has a different answer to.

A lot of fangames kinda just focus on the evil team, have the shonen legendary Pokemon moment, and dips. The Pokemon don't really have that much of a role, nor the relationships between the Pokemon and trainers, nor even the trainers between each other unless they are rivals. It's kinda sad honestly.

Pokemon fangames that aren't like Radical Red type difficulty hacks usually don't have the game design or narrative chops to make it work. Radical Red types are the best ones IMO because it does what the community does best, gameplay. When you see devs try to do both, you get Unbound, a game where the opening to the story is literally impossible if one single non-villainous group was competent whatsoever. Every single person involved in that plot besides the antagonists had to be stupid for the opening of it to work lol.

Now, here are the problems with the PMD fangame community:

1. People are using the wrong tool. People are trying to romhack Explorers of Sky, which is actually wayyy worse than the fanmade game engine-and-game Pokemon Mystery Dungeon Origins. This faithfully recreated the mechanics of EoS, but then adds a tons of other way better roguelike mechanics on top of it to make for a more... better gameplay experience.

A lot of PMD fans see the gameplay as basically busywork. While Super Mystery Dungeon IMO has good gameplay, the restmight as well be press move + move simulator, with the difficulties people talk about mainly coming from blind experience or just being kids when they played it. PMDO on the other hand has lots of gameplay depth.

It's also made to be modded, basically designed for people to make their own fangame out of. EoS romhacking still hasn't solved the problems that come with romhacking, ie. it hasn't had it's Ultimate Firered Leafgrean moment yet. Which means it's inherently way more limited. PMDO doesn't have that. It has the data for every Pokemon and any Pokemon that has sprites from the Sprite Resource is fully in, already, including all the moves.

2. As kind of mentioned before, tons of PMD fans don't really care much about the gameplay, and don't have much interest in making it Good.

Overall, I'd bet on PMD having better fangames in general in the future, but it really depends on if people realize the goldmine PMDO is. I think EoS is a bit of a dead end, and is mainly hubris- tons of the PMD community practically ignores the 3DS games despite Super being excellent, EoS has the nostalgia and cultural victory.

tldr: Pokemon main-game community didn't take the time to hone the craft of writing a story in the Pokemon universe like the PMD community did.
 
Last edited:
Can Pokemon talk with each other? Maybe in general? Psychic powers? Do they not talk? How sentient are they? Is it species by species? Conditional? Sometimes it's trained vs untrained, and sometimes it's just made the fuck up as the story goes along. Even a basic question such as "How much agency do the Pokemon have" is something that basically every story has a different answer to.
Fuck it, I'm going into more depth:

Sometimes it feels like a Pokemon fangame with a story hasn't even thought of this question yet. Because most Pokemon fangame stories basically don't even need Pokemon. They copy the weaknesses of mainline Pokemon too hard.

Here is a concept, for instance, that I came up with years ago: It is semi-confirmed that infinity energy is taken from Pokemon to power New Mauville. With how secretive this information is, and it being in a shipwreck, the context clues of ORAS are telling us that this is a sinister practice.

In fact, you can make a basic connection that this could be related to how the Mega Death Beam Nuke from XY works, too, and why Pokemon were sacrificed for that. Now, is this assumptions that enter semi-fanon territory? Sure! But also, this allows us to practically endless possibilities of storylines based on Pokemon-human relationships and infinity energy.

You could get dark with it in an actually meaningful way, too- not in a Pokemon Insurgence way (though strangely, I am fond of that game). Exploring potential sacrifices of Pokemon for potential further fanon implications (what if Potions are made from infinity energy? that'd be interesting!), or have the "evil team" be a corporation.

If you just ask questions about the universe you can find interesting not-even-so-large-leaps into Very Interesting Territory, but it feels like Pokemon fan land isn't there yet, at all. This is just one avenue you can take!

Even just rewriting plots we already have now to explore Pokemon human relationships are inherently far more interesting: Instead of Sword and Shield ending as it is, Hop challenges you at the 4th gym after you beat the last leader, and during this he loses. He feels humiliated in front of his brother and the world at large! A few gyms later, he comes back, but from insecurities he was preyed upon by an evil team, and was convinced to try an experimental Dynamax Band that allows him to Dynamax every Pokemon. Win or lose, the battle ends with Hop's Pokemon being injured, and he leaves in disgrace. The team takes his Pokemon under the guise of health reasons in order to learn more about the experiment's results, with no intention to give them back.

Leon talks to his brother about his fuck up, and offers him a second chance to help you take down the evil team, he gives Hop the Charmander the player gets in the post-game, instead. In the next sequence he relearns why he enjoys being a trainer, and he is a big part in taking down the evil team, badda bing badda boom. He reconciles with his Pokemon, changes his ways, we rewrote his character arc to be more central to the plotline.

That's a story beat!!! You can have it for free!!! Change the Nouns!! It's really, really not that hard to come up with interesting scenarios in this world, and yet it's so rare. Every "interesting scenario" in Pokemon fangames is a legendary Pokemon has appeared.

Another legendary Pokemon has hit the Plot!

The moment we get a Pokemon fangame that has the gameplay and technical skill to match the ambition of an average PMD fanfic's storytelling is actually going to become the most popular fangame for the next few years, I am 100% being honest. I think it'd actually be written in headlines if there was a Pokemon fangame that looked up to par with modern trends, had the gameplay at least average, and had a good story.
 
Late reply to the "definitive romhack discussion" but I can give my own two cents on this.

I love fangames and romhacks and seeing the consumers take their own spin on a piece of media is satisfying to partake in.
While the pokemon fanbase's star fangame is hard to see-- the fangames infinite fusion and xenoverse come to mind but they aren't really that giant overhaul everyone has played like Rockman Unlimited or Sonic Triple Trouble. Not to say the poke fan games are inferior, far from that. From what I see, we are making steady progress, with Yisuno making great changes in bdsp's engine, and Drayano's storm silver update adding Megas. When it may seem that the fandoms main hack demographic is kaizo hacks to appeal to the challenge yter, even those hackers are artists trying to put their own spin on this great game.
What im trying to say is, the poke fangame and hack community can only get better.
 
My unpopular opinion is I don't like Infinite Fusion

For one, Kanto remake but done in a way where the story is way worse and I hate the lore. Not in a way that is well-thought out, either.

Two, I think Fusions in general are pretty ugly. I remember trying it and finding the spritework ugly. The mechanics felt lame too.

Three, I think fusion in general is just not that interesting of a mechanic.

Personally I think the best Essentials game is Pokemon Rejuvenation. If Pokemon Reborn was made with a confident plot and dev team, and clean. Its story is servicable and the gameplay is good.

Not sure why people don't talk about it more tbh?
 
Find it incredibly biased/self aggradizing to have a name "Pokemon Reborn" or any synonym indicating they are superior to current Pokemon. Mainly cuz the base is literally from GF for gameplay ideas regardless

Even moreso if as you noted, it's just rehashing regions, or doesn't give a shit for its lore

The Sonic fandom has a similar issue. And despite Omens, the fandom still hasn't learned

As for Rejuvenation not being as known

-I already noted the name issue, which some might find disrespectful. The sad thing is this name moreso refers to its own story, but it does sound samey to typical fandom narcissism for names

-This is partially built off of Reborn. Comparisons if any will be made to Reborn

-The specs can't be played on XP. While 7 is old, this does limit reach somewhat
Screenshot_20240820_100159.jpg


-The official site link is broken(?)

-It's still not done. Also being split into 3 parts cuz of the amount of content
 
Find it incredibly biased/self aggradizing to have a name "Pokemon Reborn" or any synonym indicating they are superior to current Pokemon. Mainly cuz the base is literally from GF for gameplay ideas regardless
It's called that because the original idea for the game was based on a roleplay

Even moreso if as you noted, it's just rehashing regions, or doesn't give a shit for its lore
Reborn didn't do this, it has its own region (called Reborn)

As for Rejuvenation not being as known

-I already noted the name issue, which some might find disrespectful. The sad thing is this name moreso refers to its own story, but it does sound samey to typical fandom narcissism for names
It's called that for plot reasons lol, you made up the idea that it was named this as to denote it is a higher quality than the official games

-This is partially built off of Reborn. Comparisons if any will be made to Reborn
Yea, they're both hosted on the same forum website and the creators know each other

-The specs can't be played on XP. While 7 is old, this does limit reach somewhat
I'm pretty sure that's not why it's overlooked. In fact Pokemon Essentials in its modern form just doesn't use RPMXP, and instead uses an open source remake of XP, and thus basically any Pokemon Essentials fangame (all of them except romhacks) that are made on any even semi recent Essentials is recommended for Windows 7.

-The official site link is broken(?)
1724177739002.png


Looks like it's working to me

-It's still not done. Also being split into 3 parts cuz of the amount of content
This is also true of basically almost every Pokemon fangame, and on the other hand there is already like 50 hours of content + done on the main game.

sorry, 80+

1724177925639.png


The reason is that the attention people give to the types of Pokemon fangames that actually try to do unique campaigns has fallen, especially when most modern Pokemon youtube content isn't Let's Play episode 8, it's livestream clips. And if you're doing that, there isn't much room to engage the viewer in an 80 hour storyline.

The challenge-videoification of the Pokemon content community has shaped the attention as much as the games. Rejuvenation doesn't have an Infinite Fusion gimmick that is approachable to viewers coming in at the 12th hour of the stream, it's a long haul game that started development when shofu still published Pokemon Reborn lets play videos that were mainly unedited.

Hell, Pokemon Reborn went from probably in the top 3 most popular RPG maker fangames in the first half of the 2010s to falling off despite the updates coming around to finish the game, and polish up the entire game in general- it was a lot worse of a game when people were actually making content on it. And it was also not even close to finished.

That is the proof of the pudding. Rejuvenation is using the same update structure that Reborn used and got tons of videos on back in the day (big number update = gym leader + all the content leading up to it, and usually a revamp of some older content, usually being a few hours), but Rejuvenation can't get the attention from content creators- and content creators shape the scene.
 
Back
Top