When videogames began (and they are way older than you think they are — no, way older than that), characters — or sprites as they were back then — were essentially nothing more than sticks and blocks. They were to all intents and purposes genderless, but you just know that that moving stick was a crude representation of a man due to the over-elaborate packaging the game came with that depicted something the technology of the day couldn't possibly even dream to be, let alone actually be. Women, you understand, were not meant to be gamers, and served only one purpose within a game itself: to be either rescued or desired, and occasionally both.
Some of you may still be of this (wrong and outdated) opinion, but with 48% of all gamers being women (around 1.4 billion of them), that ship has well and truly sailed away into the distance.
Women in games now have depth, character, power, emotions, and everything else attributable to a man; sometimes more so. Sure, there are still elements of "ooh, save me, big and strong hunky warrior man, for I am but a weak woman" but they are thankfully becoming less and less.
There are also far more women programmers these days — although there have recently been unfortunate massive lay-offs across every sector — and women's stories are now being told. It is naïve to think this is not mostly down to economics and that to discount 1.4 billion women kind of defeats the point of capitalism, but it isn't entirely because of this. Women game, ergo women want to be represented.
So who are these characters in videogames that are representing women everywhere? The ones that female gamers wish they were, or are excited to be a part of a story they can control? There have been many — too many to list — but we've got it down to ten; ten where it's explained as to why they are here. If this was written in the latter half of 2027 then there might be a case to be had for the inclusion of Lucia Caminos, the first non-optional female lead in the main GTA series in the (at the time of this publication) upcoming GTA VI, and that she and Jason Duval (the second playable character) are based on the infamous Bonnie and Clyde. Beyond being portrayed as pragmatic about her own ambitions, distrustful, and wanting a better life than the one she grew up with, we know very little of her — she also has just been released from incarceration. Next year we will know, and then perhaps she might warrant being on this list; it all depends upon whether Rockstar have done her justice or not.
We appreciate that there will likely be cries of "How could you miss XXX!" or, "You went with that one when XXX is literally in the same damn game!?" but no two lists are ever going to match nor will everyone all agree. You are more than welcome to add your own choices and explain why.
Note that we have tried to avoid unnecessary spoilers where possible.
Lara Croft
Tomb Raider (1996–present) · Various platforms
Women in development: minimal in 1996, certainly more so these days
We may as well get this one out of the way and address the gigantic elephant in the room that existed with Lara when she first (literally) jumped onto the screen: she was initially designed for men and adolescent boys, and it worked too as they flocked to her in their millions, and adorned their walls with posters of her.
Sexy, thin waist, giant breasts that defied physics, a bottom you could bounce a coin off, a ponytail, a couple of loaded Heckler & Koch USP Match pistols, and an English Lady no less with the accent to boot. There's absolutely no one who can stand there with a straight face and say otherwise, and this was further exacerbated when Angelina Jolie portrayed her on the silver screen — not that we are in any way blaming her for any of this, as she certainly added grit to the character despite the movies not being that great.
She has come a long way since then. Gone are the boobs that don't quit, gone are the hot pants, gone is the "look how beautiful I am bouncing around wielding two pistols". Although to be fair, despite the pixelated pin-up she was created to be, she was always depicted as a tough protagonist who did not shy away from danger; the female Indiana Jones so to speak, just a far better looking Indiana Jones with giant breasts.
But now she is anatomically correct, replete with clothing that actually served a purpose and the conditions she was facing. Emotionally deep with a vulnerability, but she fights men like a man because she doesn't need or require one — for want of a better phrase — she's scared but not frightened, and she pushes on when others would not.
She's still phenomenally gorgeous of course, but that sort of thing has been going on in entertainment for over a hundred years. And the game designers have not entirely shied away from the fact that you are in control of a good looking woman facing some really nasty evil men potentially placing her in that sort of danger. Indeed there was one such scene in the 2013 reboot that suggested, if only for a very brief moment, that Lara would be put under that sort of danger throughout the game; the backlash was immediate and swift requiring the developer, Crystal Dynamics, to release the statement: "Sexual assault of any kind is categorically not a theme we cover in this game."
Lara started out as every man's desire, now she is a female character both sexes happily want to play with.
Samus Aran
Metroid (1986) · Nintendo
This was one of the first huge shocks for gamers worldwide; he, Samus, was in fact a she. Such is it ingrained into us as a society that the hero, the fighter, the hardened warrior, is always a man and an overly muscular man at that, that absolutely no-one saw it coming when it was revealed that 'no he ain't'.
Admittedly this reveal was in 1986, so technology was sorely lacking, resulting at the end of the game the small pixelated Samus removing his entire armour only to reveal Samus standing there in a bikini and actually being a woman. Ideal? No. But it was effective and hammered the point home in an instant.
Nintendo knew exactly what they were doing, and went as far as referring to Samus in the English language version of the manual (remember those beautiful things?) as a 'he'. But it wasn't just for finishing the game though, the player had to finish it ridiculously fast — under one hour fast — to get this reward (under three hours saw Samus in a leotard, and under five removing just her helmet).
This flipped everything we knew about videogames, especially coming from a company that regularly had a Princess rescued by an Italian plumber. Oddly the decision was made halfway through creating the game and not at the pre-development stage, and it was instantly put into the end of the game.
Admittedly one male trope was switched for another (always a man, to 'hey guys, here's a half naked lady'), but the message still worked. Here was a suited soldier — a cyborg — taking on aliens alone, no love interest, no back-up, and our innate assumptions that this powerhouse was a man.
Samus has been copied over and over again, but she was the first.
Elizabeth Comstock
BioShock Infinite (2013) · Various platforms
This was another masterstroke in assumptions; here we have a young lady who is in need of rescue and to be escorted to safety from a violent, xenophobic, class-based society built literally up in the clouds. Companions you see are there only to be helpless, in need, occasionally an annoyance, and protected at all costs lest you must restart the level again; especially women companions. Not Elizabeth.
At first she helpfully never gets in the way of your shooting and bludgeoning (it is quite a violent game to be fair), she aids you by scavenging of her own accord during fights, and she does not have a health bar. But more than that, she dictates how you play and where you go, as she manipulates the terrain and literally tears apart reality.
We (Booker, the male protagonist) meet her as this wide-eyed innocent young woman who seems to be captivated by the most innocuous of things. There is no cheap sexual attraction at all, and it ends with her being the most intellectual and powerful being within the game; she even became fully playable in expansion games (without her godlike abilities).
Once again, damsel in distress is completely turned on its head.
Sadie Adler
Red Dead Redemption 2 (2018) · Various platforms
History hasn't been kind to women, and the late 19th century American wild west was no exception.
We meet her hiding under her bed in her ransacked house, her husband having been murdered by a gang. She is the definitive victim, and as Arthur Morgan, for that is who we play as, we are expected to see her as that perpetual domesticated victim. She most definitely is not.
She may, at times, be forced into domestic duties much like the other women portrayed, but it is clear she hates it, and is always demanding to be part of Arthur's gang's next exploit; there are genuine killers in this gang and she more than holds her own. Neither is there any sexual attraction of any kind, just a pure mutual respect from all.
Sadie is a product of a violent world but she doesn't just embrace it, she becomes more than it, to the extent that her fellow male gang members are often scared of her vengeful ways. At no point does she ever play the victim — Sadie is out for sadistic revenge.
Her story is an absolute joy to behold.
GLaDOS
Portal (2007) · Various platforms
Women in development: unknown but several — Kim Swift was instrumental as the Lead Designer
GLaDOS completely nixes the sexual tropes by making her an artificial intelligence (Genetic Lifeform and Disk Operating System) depicted by hanging wires and a chassis. Despite this though, she is a standout in female character design as she is one of the most psychologically complex and deeply humanised characters ever put into a game.
Sex is generally used in one of two ways: seduction as a weapon, or as a distraction. Neither apply here. Logic, wit, passive aggression, and omnipotence are the order of the day, and being voiced brilliantly by Ellen McLain, she mixes generic monotone with malice, pettiness, and insecurities.
Her story continues in the sequel and delves deeper into her past and how she came to be.
Aloy
Horizon Zero Dawn (2017) · PlayStation
Women in development: a significant number in leading roles, with an emphasis on diversity and inclusion
The setting is a futuristic post-apocalyptic world where huge robotic beasts roam free, and the peoples of the land are based upon Native American tribes, and this shines through in the clothing, weapons, and culture.
Aloy was part of a tribe but cast out as a baby and raised by another outcast; superstitions rule her childhood, the same ones that saw her shunned at birth. But her new world becomes led by science and logic, and when leaders try to anoint her as The Chosen One she rejects this dogmatic notion because of her new learnings. Her role, she believes, is to learn why the world is now the way it is and to fix it.
There are potential love interests throughout but these are all shunned — she has no time for romance and neither would it serve her any purpose — companionship can help, but love will not aid her endeavours.
We do learn who her 'mother' is, and whilst it turns out she is a direct copy, she forges her own distinct personality and dictates her own destiny.
There are many, many other female characters within the game, all of whom are portrayed as realistically as possible; gamers have praised Horizon for its depiction of diversity.
Mae Borowski
Night in the Woods (2017) · Various platforms
Women in development: unknown but Bethany Hockenberry was a co-writer
Mae is a flawed and messy 20-year-old drop-out, has severe mental health issues, and suffers from depersonalisation and derealisation disorders — the world around her feels like meaningless geometry and random empty shapes. She drinks too much, and constantly says the wrong things, but there is a willingness to know she can't get through this alone and needs outside help from those around her.
She is also a dark blue cat.
The story begins with her returning to Possum Springs, and hanging with her friends (one of whom is a chain-smoking crocodile). During a Halloween festival she witnesses a teenager being kidnapped by what appears to be a ghost. Collectively they try to unravel the mystery, all the while Mae spirals downwards as her condition deteriorates.
Her story is interwoven with humour, and everything about her is treated as just being 'normal'; her upbringing, her past love lives, and being part of a world that doesn't seem to care about her or anyone, as her small town suffers from a slow economic death.
It was praised for tackling mental health, but it is important to note that Alec Holowka, a co-creator of Night in the Woods, died by suicide in 2019, after living with his own severe mental depression. He had also just a few days prior to this been accused of physical and mental abuse of a woman he had once lived with.
Kassandra
Assassin's Creed Odyssey (2018) · Various platforms
Women in development: undisclosed, however, the game was created and presented with inclusivity and representation in mind
Women warriors are almost always depicted as wearing the absolute bare minimum of armour, so that we can delight in the athletic tone and build and the push-up armoured bra — yes, we are looking at you Wonder Woman and co.
Not so with Kassandra.
This Spartan trained mercenary wears what the men wear, and her muscular, battle-scarred physique tells its own tale. But her garb is just one element of why Kassandra stands out: a warrior she may be, but her personality is allowed to shine through. Educated, able to hold her own with philosophers, usage of wit and humour when it fits, and quick to anger yet empathetic towards children and outcasts.
Much of her path is chosen by the player, and this extends to romanticism if so chosen, but it's always on her terms.
Society of the day was patriarchal and is mirrored as such within the game, yet she lives outside of those confines which allows her total freedom, and the more we learn about her past and the path she will take, the more we become invested in her.
Oddly, there are two protagonists to choose from: Kassandra and Alexios. It matters little who the player chooses at the start, but at the pre-development stage it was decided that there would be just one; Kassandra. Alexios was only added after Ubisoft executives strongly objected as they believed that 'women don't sell games'.
As it turned out, players instinctively went with the woman, which is regarded as the canonical choice. It sold a lot.
As a side note Ubisoft was accused, around this time, of having and encouraging a highly misogynistic work environment, and many women came forward at the trial. Three executives — Thomas François, Serge Hascoët, and Guillaume Patrux — were given suspended sentences, and fined by the French courts. This was gaming's #MeToo moment.
Commander Shepard
Mass Effect series (2007–13) · Various platforms
Women in development: unknown, however many recognisable names were behind them including Karin Weekes and Jo Berry
'Femshep' as the gaming community refers to her, is considered to be the gold standard in non-objectified female protagonists in videogame history. The reason behind this lies in the writing, as she is not the female hero; she is the Commander, the last line in defence against an intergalactic threat. In fact remove her image and you wouldn't even know her gender. No one ever talks down to her, no one ever questions her because she's a woman; she has earned respect from all and this was handled with perfection by the voice actor, Jennifer Hale. Every moment of peril, compassion, humour, and crushing weight of trillions of lives is conveyed by Hale superbly.
Once again, the player can elect to play as a man, and whilst the man was more popular, those who went the other way stumbled upon perfection.
Shepard (the woman) is legendary in the gaming world.
It was announced in October 2026 that BioWare, the studio of more than thirty years behind the Mass Effect series amongst others, is to be shut down by its parent company EA, as part of around 400 job losses. Perhaps we will never see Commander Shepard ever again.
Senua
Hellblade: Senua's Sacrifice (2017) and Senua's Saga: Hellblade II (2024) · Various platforms
Women in development: unknown amongst a small team, but women were involved, as was diversity
Grief, psychosis, and vulnerability is where Senua lies, and with the work of Melina Juergens — and it is important to note here that she was not a trained actor, but in fact a video editor at Ninja Theory — behind the scenes, we witness blood, sweat, vomit, and hyperventilation; raw terror, but defiance is there for all to see.
But Senua's mental health is not a plot device; Ninja Theory worked heavily with neuroscientists and mental health advocates to capture her perfectly.
Hellblade concerns itself with entering the underworld, and Senua's journey there. Normally we experience these travails because of vengeance or to rescue the female love interest, but here Senua is attempting to rescue the soul of her murdered lover, Dillion, killed by Norse raiders, while she carries the scars of her own abusive father.
Whilst officially classed as a dark fantasy action and adventure game, it is in reality a psychological horror steeped in Norse mythology, as we witness what she sees through her own eyes.
The creation and depiction of Senua was lauded for never being afraid to showcase deep psychosis and the perseverance to push through, whilst believing it all to be a curse that she genuinely deserves due to holding onto guilt with all the tragedies that have happened around her. It is this guilt that drives the narrative above all else.
So there we have it. Ten characters that buck the trend of the 'helpless woman'. As said earlier, perhaps you were surprised not to see Tifa Lockhart, or perhaps Jill Valentine, or someone else, but then if they were here then you can be assured that someone would say "You included Tifa but not XXX!" — even in gaming you can't win.