Summary
After the powers that be in the exec suite decided that video games were marketed as a “boy’s toy” back in the 80s, the industry followed suit, needlessly narrowing its target audience. Thankfully, there has been a course correction since then, as it has been obvious to anyone with askeleton under their skinthat anyone of any gender can enjoy interactive beeps and boops.
Female protagonists, once a marketing tool to hook the male gaze, have taken the mantle of heroes, role models, and icons, once exclusively the domain of men, and in no other space is that truer than the indie game scene. These leading women get plenty of chances to put their bright personalities and amazing abilities on full display, and in some truly fantastic games. Beware some light spoilers ahead.
After experiencing an unspeakable fall and loss,Gris' titular character is grounded and condemned to a perilous journey of acceptance, healing, and rebirth. During her journey, she gains abilities relating tofeelings of griefas represented by the reappearance of color, including the ability to become as heavy as stone and sing machines and animals to life with her voice.
Rather than repressing or compartmentalizing her emotions, as many women are still expected to do in this male-centric world, even with the advent of mainstream feminism,Griscelebrates feminine feeling as expressed by the wonderous use of lush watercolor wash, crisp animation, and drop-dead gorgeous scenery, all complemented by simple but poignant platformer gameplay and puzzles.
For a character in a 2D world whose primary goal is reaching new heights,Celeste’s Madeline is surprisingly deep and multidimensional. While the platformer shines for its gameplay and design, Madeline’s story is one of the most compelling components. While reading into her conflict, unpacking both the external (Celeste, the mountain) and the internal (a fight against mental illness) isn’t necessarily required to enjoy the game fully, but it is recommended to get a full appreciation of the game’s themes.
Like the high vertical rock before her, Madeline uses her fears, pains, and anxieties as a foothold to reach higher places. She wrestles with a fragmented alter-ego, Badeline, who represents her darker instincts and self-doubts (and a clue toher status as a trans woman). While Madeline may not be able to defeat Badeline, she comes to accept her, as well as her own imperfections and weaknesses.
Whether in video games or real life, women constantly have to prove themselves strong, deadly, or capable. However, rather than sending people to their deaths, Stella fromSpiritfarerstands out as a woman whonurtures and guides lost souls, embodying strength through compassion and empathy rather than aggression. In many cases, it is the player who must stay strong through the story (lest the screen fill with surprisingly realistic water effects, preventing them from playing further until they find a tissue box).
Stella touches the lives (or deaths) of many spirits while managing the ship throughout its journey and, as a conduit for the player, learns about each of them by fulfilling their final requests. Stella, however, is a bit more of a mystery, as her past must be reconstructed carefully, piece by piece. However, the player is never handed the details, and like too many women of the world, she diligently puts aside her desires to care for those needing guidance and love.
While AAA games might star bombastic female leads in wildly dangerous situations, the indie scene has been quietly racking up beautifully intimate stories with grounded characters. One of the best examples of a relatable heroine is Alex fromOxenfree. As a teenage girl dealing with the complexities of loss, frozen trauma, and adolescence, Alex feels both authentically human and deeply nuanced, in great part thanks tothe game’s excellent writingand player-driven conversations.
ThroughOxenfree’s innovative dialogue system, each conversation across the eerie island becomes a lifelike, interactive experience filled with natural (but finely programmed) pauses, interjections, quips, interruptions, and moments of silence. Through Alex’s journey and discussions, the player has a chance to explore her troubled past and shape the kind of person she will eventually become.
En Garde’s star, Adalia De Volador, owns a sword almost as sharp as her wit. She is as lithe as her swordplay and spirit: fresh, fast, and full of zest. Unlike dark,edgy blade-wielding heroesor so many female protagonists who are often portrayed with a heavy focus on their sexuality, Adalia assaults tyranny with panache, the tasteful, high-fashion style of Baroque Spain, and a sense of humor. Her fencing is a dance, and the unsung music is freedom and chaos.
Adalia’s quiet, indomitable joy while facing off hoards of nasty nobles, hapless guards, and the ubiquitous Count-Duke and his cronies is infectious. Adalia is not only confined to taking down her opponents with the ripping tip of her blade. She can also overcome her adversaries with a swift kick or by using the environment (including rope-hung chandeliers and half-filled chamber pots) to her advantage.