In regards to the person who brought up Bayonetta -- To me, I don't consider her character as being demeaning, or mysoginistic, and not because the game itself is over-the-top-nonsense to point that it drinks wackers-aid from a clown shoe. Irony can't excuse writing for being demeaning but representation can. Also, a quick note and slightly related to the last sentence. There's a difference between wanting to portray sensitive subjects like "racism, sexism" etc than condoning it. Ragnar Tørnquist, specifically known for writing excellent female characters, who are quite down-to-the-earth and feel more or less like people than gender-stereo-types, responded to criticism in regards to the use of "albeist language" with a character in Dreamfall Chapters.
I think what he says is quite relevant to this current topic here.
To me, Bayonetta is a starkly more well-represented character than say the modern Lara Croft. In many ways due to the actual representation of both. It also brings me to the point of discussing the phrase "strong female character" and essentially how that is defined by the community. Usually, in this day and age it refers to a female character who's physically powerful, or carry heavy artillery of weapons, generally being someone who's more than just a nice arse bouncing around the room. Its meaning is ambiguous, its usage often prescriptive and controlling. And sometimes it points in entirely the wrong direction.
Lara Croft being a seemingly iconic character, who's known for being a bad-ass, because she carries a bunch of guns and isn't afraid to use them despite her personality being entirely summarized as flirty-tease or no-time-for-bull-****-action-girl -- Adding unto that, her design looked like a cross between Betty Boop and a broom with two footballs tied to it.
She has since gone through a massive make-over with the release of the reboot, where her body is somewhat more down-to-the-earth proportioned, with no oversized breast -- That was enough to warrant her a positive response and going from sex object to admirable survivor.
Bayonetta stands in stark contrast to all of this though. She has all the absurd features of old Lara but in opposition to the old ways, she chooses to embrace these exercises, her bizarre proportioned body, the inappropriate high heels, she utilizes it all as a weapon to control and manipulate her enemies.
A first glance would be enough to dismiss Bayonetta as another useless sexualized character, with the questionable camera shots of her undercourage but on the contrary; There's more to it. She isn't a damsel in distress, submissive towards any male co-leads or even feel like she's written as stock character prize at the expense of someone else. She feels more like a power trip for and about women. Through her overt sexuality, her acceptance and love of her own body, Bayonetta makes the men in the game (and possible some players) uncomfortable. During the story sequences, male agents of God become stuttering fools in her presence; she owns and shows off her body, she makes no apologies for liking lollipops, high heels or even being herself, she dances and straddles her foes; the camera often points upwards so that she is in effect thrusting her vagina into the face of the player (admittedly, these camera shots became tiring and a bit too much as it went on)
A character like the rebooted Lara is forcefully placed into a life-and-death situation, as a means of development, which involves in her getting the litteral **** kicked out of her most of the time. The alleged 'maturation process' feels more or less like a graduation from doubting, guilt-ridden girlhood into lean, mean, psychopathy. The constant resort to violence and the somewhat weak seemingly-hesitant apologies made by her, as she takes her first kill, is meant to portray the violence as gritty and horrible -- when 15 minutes later you find yourself in an escpable sequence of "chest-high-walls-shooting-gallery", where Lara has to gun down other survivors with any equipment she sees fit. It feels a bit preposterous and out of tune with how Lara is portrayed as well. It's almost like she's making some sort of ironic statement about the icky inconsistent handling with the game's violence.
Not to mention that supposed "development" from doubtful naive archieologist to bad-ass survivor is partially derived from constant reassurances and platitudes by a male bloke, and self-proclaimed father figure, Conrad whatshisface, with recurring lines such as "You can do this! You're a Croft!". It implies that Lara's growth isn't out of self-realization or any sharper understanding of herself as a person, but because her last name is Croft, which she got from her father, who is bad-ass.. because he's a Croft.
See here's something interesting to note as well -- Because the above stuff is reversed in Bayonetta as well. In the first game, Bayo comes across a little girl who is seemingly connected to her in more ways than one. She refers to Bayo as mother, and Bayo grows an attachment to her, but without ever abandoning the extravagant disposition of hers we've come to know.
One of the main points have basically been that Tomb Raider gives off the wrong impression that Lara is vulnerable and traumatic experiences are synonymous with character growth. The missing link between survivor and damsel-in-distress. Perhaps the problem lies in that Tomb Raider didn't compromise enough with itself. Disregarding all that though, I actually liked Tomb Raider for what it was trying to do outside of not doing enough with the gameplay and its violence, plus its message, where it ends up sending a different message. I hope it's better with the sequel. I want more games with female leads, who are written as people/characters first and nothing else. Where pre-conceptions are kicked into a bin somewhere, and the focus lies on telling a good story with non-compromising characters, some who can happen to be female or not. It would be nice to see more female protagonists etc etc. But it's safe to say that Bayonetta has none of this. She's in control of herself, her being a woman, and she does it all with confidence.
Anyway, I feel what all of this relates to in the current discussion is in regards to how presentation and condoning sensitive topics are marginally different. The representation is key and I feel Sarkeesian has missed all of that, in regards to the Dragon Age example, among a few other things (did she comment on Bayonetta?). The Dragon Age sample was more or less the representative message of depicting irrational hatred towards other races and how that effects societal class, how it functions in accordance with the world. But I'm sure I don't have to tell anyone that in here..