Female characters in video games have progressed a lot. Once they were simply plot devices, often needing rescue, now they can drive stories and solve problems without distant help. The question is why the image of the strong, independent heroine is facing renewed scrutiny today. With permission, this discussion delves into that topic a bit.
And yes, the author of this piece is a woman.
And the demand for protagonists has increased? Why?
Female protagonists aren’t new. In 1982, players enjoyed Miss Pacman, in 1986 Samus Aran appeared in Metroid, and in 1996 Lara Croft and Jill Valentine became iconic. Yet talking about a rising trend 20–30 years ago wouldn’t have made sense; it was more about local performance and visibility.
Until recently, there were doubts about the market. In 2017 Sony questioned Horizon Zero Dawn’s success because the lead was a young woman, and Ubisoft executives even believed that women didn’t sell games.
As the player base grew, so did the number of female leads. The market clearly responds to audience demand, with many players preferring to control characters of their own gender, and the trend mirrors that shift in consumer behavior.
Do readers and players enjoy playing as a female character?
Yet despite visible progress, female leads remain less common than male leads in many games.
What is the situation now?
In cinema, characters like Rey from Star Wars or Captain Marvel have become household names for the archetype of the strong, independent heroine. It would be naive to think video games will bypass this trend.
But the potential of such heroines is immense.
Aloy from the Horizon series, Lara Croft from Tomb Raider, and Jill Valentine from Resident Evil are often listed among the best video game women. Their popularity highlights what still can be improved in the portrayal of modern heroines.
The issue with Aloy isn’t just visual design but a lack of depth in some aspects of her personality. She sometimes reads as flawless and relentlessly virtuous, which can feel static rather than fully drawn as a character.
The updated Lara Croft also demonstrates ongoing challenges: her near-flawless competence can overshadow supporting characters, and writers may hesitate to develop rounded personalities in the dungeon of the plot. Tomb Raider 2013 showed attempts to present growth, with Lara as a novice in danger, forming connections and facing survival realities. The rest of the series has struggled to sustain that balance.
Many disliked Lara Croft as portrayed by Alicia Vikander, though her portrayal didn’t stray far from the 2013–2018 arc.
The Shadow of the Tomb Raider phase introduced a nuanced take but still drifted toward an emotionally fragile heroine rather than a consistently complex character. The heroine often speaks through responses rather than through dialogue, and interactions with allies can feel thin. In contrast, she can execute bold feats alone, which raises questions about character development beyond mere action.
Meanwhile, in Resident Evil 3, Jill Valentine’s portrayal shifted toward a hyper-capable figure, sometimes losing the vulnerability that once made her relatable. The result is a portrayal of a heroine who may appear invincible, with fewer moments that reveal human struggle.
The original Jill was portrayed with vulnerability and human limits, whereas the newer version leans into spectacular feats and relentless resolve, which can undermine emotional realism.
Why is this happening?
Perfection can erode a character’s appeal. When a hero becomes too flawless, they can feel less believable. This is true for any gender. The challenge is balancing strength with vulnerability to keep characters relatable.
Additionally, the evolution of male leads is trending toward more emotional openness and nuanced behavior, as seen in updated Kratos, Arthur Morgan, and Sam from Death Stranding. This shift influences how female leads are written and perceived as well.
Even Kratos is no longer a one-note fighter.
Girls increasingly move away from classic, 80s and 90s action hero tropes and look for depth that goes beyond physical prowess.
Bayonetta remains a standout example of a character who embraces sexuality as part of her identity, while aiming for a smarter, more layered story. The first Bayonetta game introduces a broader view of her world, where witchcraft and ordinary life intertwine. This approach has resonated with many players.
In October Bayonetta returns for the third time.
Alongside Bayonetta, other heroines like Senua from Hellblade: Senua’s Sacrifice, Ellie and Abby from The Last of Us Part II, and Clementine from The Living Dead offer models of strength that integrate care for others, attachments, and growth. Strength is not merely about defeating enemies; it also means facing personal flaws, learning, and evolving with others around them.
The idea that a heroine must be flawless to be powerful remains contested. The best examples show that a strong character can grow through relationships, responsibilities, and imperfect choices. This broader pattern is shaping how modern heroines are imagined across games and other media.
There is no universal shift yet, but notable precedents exist. The industry has not fully abandoned empty ideals, but it is moving toward more authentic, diverse depictions of female strength.
The most interesting protagonist of recent years?
It is hoped that the era of faceless heroines, trapped by old conventions, will fade away. The hope is for characters who reflect a wider spectrum of experiences and strengths, not limited to a single template. Change is ongoing.
In the end, everything changes.
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