I have no problem with game companies creating a range of stories (in fact I fully support it) but it was very much a game for female/lgtb audiences. I do also think that the difference in tone between part 1 and 2 was quite striking.
Personally I do think it was a very bold creative direction but I know I will not play part 3 - its not a series that interests me anymore. But that's just an opinon.
I personally disliked 2nd last of us, but that it is because, unlike the first one, it was missing something from the original. I absolutely disliked the 2nd act as the former antagonist despite understanding the need to include their portion of the story in the narrative.
I am lukewarm towards the end message despite it, oddly, aligning with my own personal views. It felt it was preachy.
And that, I think, some find off-putting. It is supposed to be entertainment.
Hell, Wick just released Ballerina that features strong female protagonist and.. people don't hate as much as other forced entries. I have theories as to why, but those, I think, can only derail this thread.
That isn't really true, well at least in not the way you are implying. In both circumstances the motivations in development of the characters were to do something a bit different.
> Lead graphic artist Toby Gard went through about five designs before arriving at the character's final appearance. He initially envisioned a male lead character with a whip and a hat. Core Design co-founder Jeremy Smith characterised Gard's initial design as derivative of Indiana Jones and asked for more originality. Gard decided that a female character would work better from a design standpoint. He also cited Virtua Fighter as an influence; Gard noticed that while watching people play the game, players selected one of the two available female characters in the game almost every match he saw. Gard expressed a desire to counter stereotypical female characters, which he has characterised as "bimbos" or "dominatrix" types. Smith was sceptical of a female lead at first because few contemporary games featured them. He came to regard a female lead as a great hook and put faith in Gard's idea. Inspired by pop artist Neneh Cherry and comic book character Tank Girl, Gard experimented with different designs, including "sociopathic blonds, muscle women, flat topped hip-hopsters and a Nazi-like militant in a baseball cap". He settled on a tough South American latina woman with a braid named Laura Cruz.
https://en.wikipedia.org/wiki/Lara_Croft
Similarly with Bayonetta. The guy had made a bunch of games with Male Protagonists and fancied a change by the sounds of it.
> Given the suggestion to create another action game by producer Yusuke Hashimoto, project director Hideki Kamiya decided to create a female lead, having felt he had already done all that could be done with male protagonists. To this end, he told character designer Mari Shimazaki to create her with three traits: a female lead, a modern witch, and to use four guns.
https://en.wikipedia.org/wiki/Bayonetta_(character)
It very much "damned if you do, damned if you don't" when designing characters because someone is going to criticise you for something or other and assume the worst reasons why you did it.
https://i.kym-cdn.com/photos/images/newsfeed/001/729/316/993...
If you have a fictional series/universe it is important it is internally consistent. Most people use fantasy/science fiction as a form of escapism. They don't want to be reminded about stuff in the real world while trying to escape it.
What frequently is perceived (rightly or wrongly) by fans of a particular franchise is that Female/LGBTQ characters are inserted into places where it doesn't make sense to fill quotas. People generally don't have problems with the characters being female or LGBTQ if the character is charismatic and it doesn't break the internal consistency of the Universe.
The reason why people are vocal is because they've heavily invest their time into something and when it fundamentally changes they feel like they've had the proverbial rug pulled from under them.
Every case of "ruined by woke" I have seen ultimately just boils down to bad writing, with people blaming "woke" for it when, well, it's just shitty writing. If you ignore the woke stuff and look more broadly usually the whole thing is at best mediocre.
Also sci-fi, fantasy, and horror have always been "woke." Star Trek was one of the first popular shows to prominently feature black characters in important roles and has always lampooned racism and other kinds of bigotry. Night of The Living Dead is pretty easy to see as a racism allegory, or at least it contains one as a sub-plot. Star Wars had an evil empire that was transparently a mix of Nazis and arrogant condescending colonialists. Alien was one of the first huge films I can recall to have a super competent female action hero with skills like engineering who didn't need any help from a man. The Expanse depicts a society that's so post-gender-mattering you don't even notice it, it's just the way it is (probably a good example of good writing in this regard). Etc.