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Lords of the Fallen 2’s New Armor Sets Show What Fan Feedback Actually Looks Like

Lords of the Fallen 2’s New Armor Sets Show What Fan Feedback Actually Looks Like

Fred
Fred · · 6 min read

Axiom Games just showed off new female armor sets for Lords of the Fallen 2. And instead of ignoring community feedback (like most studios do), they actually built armor that women players asked for.

No oversized fantasy bikini. No inexplicable thigh cutouts. No “practical combat gear” that’s anything but practical. Just armor that looks good, functions in the game, and respects the players wearing it.

It’s such a simple thing. And it’s so rare that it’s become news.

Lords of the Fallen 2 New Armor Set 1

The Problem With Fantasy Armor (Especially For Female Characters)

Why Game Studios Keep Getting It Wrong

For decades, game armor design has followed a simple rule: sexualize female characters and ignore female players.

Male armor: full plate, defensive, bulky, meant to protect. Female armor: same material, but now with a midriff window, exposed thighs, and impractical proportions that would get you killed immediately in actual combat.

The excuse is always “it’s fantasy” or “it’s stylized.” But what it actually is: designed for a male gaze, not female players.

The worst part? Studios defend this. “It’s our art direction,” they say. “We want visual distinction between male and female characters.”

Translation: “We think male players need to be attracted to female characters to buy our game.”

Female players have been asking for better armor design for decades. Studios ignored them. It was bad business disguised as creative direction.

Then some studios actually listened. And it turns out that good armor design that respects your players doesn’t kill your game. It actually improves it.

Lords of the Fallen 2 New Armor Set 2

What Axiom Games Did Right

Fan Feedback Went Into Actual Design Decisions

Here’s what makes this different:

Axiom didn’t just add “modest” armor as an alternative option (which is what some studios do, throw women a bone, keep the thirst armor as default).

They designed armor sets specifically based on what female players asked for. And they did it right.

The new sets in Lords of the Fallen 2:

  • Full coverage without looking bulky or unfeminine
  • Actual articulation, joints and armor placement that makes sense for movement
  • Color variation, same designs, different aesthetics so players can choose their vibe
  • Distinct silhouettes, you can tell the armor sets apart, they’re not all identical

This isn’t revolutionary. This is just… competent design.

But it’s rare enough that the gaming community noticed immediately.

Lords of the Fallen 2 New Armor Set 3

Why This Matters

It’s A Signal That Studios Are Actually Listening

For years, female players have been screaming into the void about armor design. Game studios responded with:

  • “It sells” (it doesn’t, especially to women)
  • “It’s fantasy” (so is not dying to your own midriff window)
  • “Male gaze is the default audience” (demonstrably false)

Then some studios realized: if we design armor that female players actually want to wear, more female players buy our game. Shocking.

Axiom’s decision to take fan feedback and actually implement it is a signal that:

  1. They listen to their community
  2. They understand that female players are players, not accessories
  3. They believe good design serves everyone

This is bare minimum. It shouldn’t be news. But because it’s rare, it is.

Lords of the Fallen 2 New Armor Set 4

The Broader Shift In Game Design

Armor Design Is A Litmus Test For Respect

Honestly, how a studio designs female armor is a pretty good indicator of whether they respect female players.

Studios that design good female armor: – Usually have good representation in design teams – Usually listen to community feedback – Usually make games that feel like they were designed for actual players, not just male fantasies

Studios that keep the thirst armor: – Usually have male-dominated design teams – Usually defend bad design with “it’s our vision” – Usually make games where women feel like afterthoughts

This isn’t always 100% true. But it’s close enough that armor design has become a canary in the coal mine for “does this studio actually care about all their players?”

The Community Response

This Shouldn’t Be Controversial

The response to Axiom’s new armor was overwhelmingly positive. Because armor that respects players isn’t controversial. It’s just good design.

But the fact that this is even noteworthy shows how bad the industry’s default is.

Women have been asking for this for 20+ years. Some studios finally listened. And now it’s making news because it’s so unusual.

That’s broken.

Why Studios Resist Good Female Armor Design

The Real Reasons (And They’re Not Good)

Most studios won’t do what Axiom did. Here’s why:

“Our target audience is male.” Translation: We’ve never tried to appeal to women, so we assume they’re not interested.

“Sexualized designs sell better.” False. Studies show female players prefer practical armor. And sexualized designs don’t increase game sales significantly.

“It’s our artistic vision.” Translation: We didn’t consult any female designers, and we don’t want to change now.

“Female armor should look different from male armor.” True! But “different” doesn’t mean “less protected” or “more exposed.”

None of these are real reasons. They’re just inertia. Studios keep doing what they’ve always done because changing is effort.

The Design Lesson

Good Armor Is Good Armor

Here’s what Axiom proved:

You can design female armor that is: – Visually distinct from male armor – Fully protective and practical – Attractive to female players – Functionally consistent with the game world – Just as cool as any male armor set

You don’t have to choose between “practical” and “cool.” Good design is both.

Female players aren’t asking for boring armor. They’re asking for armor that respects them as players, not objects.

Axiom delivered. And it shows in the community response.

The Bigger Picture

This Is About Respect, Not Inclusion Quotas

This isn’t about “forced diversity” or “ESG mandates” or whatever argument people make when a studio treats women like players instead of scenery.

This is about a studio listening to their community and making their game better as a result.

Female players are part of the gaming community. They buy games. They stream games. They create content. They spend money.

Treating them like afterthoughts is bad business and bad design.

Axiom treated them like players. Their game got better. Community responded positively. Simple economics.

What This Means For Other Studios

You Can Do This Too

If you’re a studio head reading this: your female players are waiting for armor design they actually want to wear. They’ll tell you what it is. You just have to ask.

The resources required: – Listen to community feedback – Include female designers in armor design – Test designs with actual female players – Iterate

That’s it. No special budget. No revolutionary new technology. Just respect.

Bottom Line

Axiom Games took fan feedback and designed female armor that female players actually want to wear. It’s news because it’s rare. It shouldn’t be.

The fact that a studio listening to their female players and making their game better is noteworthy says everything about where the industry is at.

Lords of the Fallen 2 is going to have some of the best-looking and most-respected female armor design in any AAA game. Not because Axiom is especially progressive. But because they did the bare minimum: they asked women what they wanted, and they built it.

That’s a lesson every studio should learn.

Are you playing Lords of the Fallen 2? Do you care about armor design? Got thoughts on how the industry should handle female character gear? Come talk about it on Discord, this conversation matters.

For more on game design, community feedback, and how studios should listen to their players, check out our pieces on why game design matters, the difference between what studios think players want vs. what they actually want, and how community feedback shapes better games.

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Written by

Fred
Fred LEVEL 1

Fred has been gaming since his dad brought home a recycled PC from work and installed Hugo's House of Horrors as a toddler. He continues to play games almost daily across PC, console and mobile and may have a slightly addictive personality.

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