From Ethan to Grace: How RE9’s Protagonist Represents a New Kind of Vulnerability

The Resident Evil franchise has always been defined by its protagonists – from the veteran S.T.A.R.S. members who launched the series to the everyday civilians thrust into nightmare scenarios. With Resident Evil 9: Requiem introducing Grace Ashcroft as the lead character, Capcom is once again reimagining what it means to be vulnerable in a world of bioterror. But Grace represents something entirely new: a protagonist who bridges the gap between professional competence and genuine terror.

Disclaimer: This post contains affiliate links. I may earn a small commission if you purchase through these links at no extra cost to you. This helps support my gaming content.

The Evolution of Vulnerability in Resident Evil

The S.T.A.R.S. Era: Professional Competence

The original Resident Evil protagonists – Chris Redfield, Jill Valentine, and later Leon Kennedy and Claire Redfield – established the series’ foundation with characters who possessed varying degrees of training and experience. Chris and Jill were elite special forces operatives, while Leon was a rookie cop and Claire a college student. Yet all four shared a common trait: an almost supernatural ability to adapt to increasingly absurd situations.

These characters, particularly in their modern iterations, have become nearly superhuman. Chris punches boulders, Leon performs impossible acrobatics, and Jill maintains her composure even when faced with the most grotesque bioweapons. Their vulnerability was always more circumstantial than personal – they were outnumbered, outgunned, or caught off guard, but rarely genuinely helpless.

🎮 What’s Hot in Video Games Right Now
See which games, consoles, and accessories are climbing fast in popularity. Updated hourly, this list spotlights the biggest jumps in sales rank across the entire Video Games category – from the latest releases to must-have gear. It’s the easiest way to discover what gamers everywhere are buying today.

👉 Check out the trending picks here


The Ethan Experiment: Faceless Terror

Resident Evil 7 introduced Ethan Winters, representing Capcom’s attempt to return to the series’ horror roots through the ultimate everyman protagonist. Ethan’s faceless design and civilian background were deliberate choices to maximize player immersion and vulnerability. Director Koshi Nakanishi wanted players to feel like they were experiencing the horror firsthand, not watching a capable action hero navigate it.

Ethan’s vulnerability was multifaceted:

  • Physical: He could be easily overwhelmed and dismembered
  • Emotional: His desperate search for his wife drove his actions
  • Experiential: He had no training for combat or survival situations
  • Mysterious: His own identity became a source of uncertainty

However, Ethan’s faceless nature, while innovative, created an emotional distance. Players could project themselves onto him, but they couldn’t truly connect with him as a character. His stoic reactions to increasingly bizarre situations became a meme rather than a source of genuine empathy.

Grace Ashcroft: A New Paradigm

Professional Competence Meets Genuine Terror

Grace represents a fascinating evolution in protagonist design. As an FBI analyst, she possesses more training than Ethan ever did. The developers have confirmed she has undergone weapons training and can handle herself better than the civilian Ethan, yet not to the superhuman degree of the series veterans.

This positioning is crucial: Grace is competent enough to be believable in her role, but not so skilled that her fear becomes unconvincing. When she stumbles while running from the stalker enemy in the demo, it’s not because she’s incompetent—it’s because she’s genuinely terrified and experiencing something far beyond her analytical work at the FBI.

The Mother-Daughter Dynamic

What makes Grace’s vulnerability particularly powerful is its emotional foundation. Unlike previous protagonists who were motivated by duty, survival, or rescue missions, Grace is driven by a deeply personal quest to understand her mother’s death. This isn’t just about surviving a bioterror incident – it’s about confronting family trauma while navigating physical horror.

The developers’ decision to show Grace’s relationship with her mother Alyssa in flashbacks serves a dual purpose. It establishes Grace as someone with real emotional stakes in the story, while also highlighting her relative inexperience compared to her mother, who survived the Raccoon City incident. Grace isn’t just fighting monsters; she’s fighting to live up to a legacy she may not fully understand.

Visual Vulnerability

One of the most discussed aspects of Grace’s character design is how differently she’s animated depending on the camera perspective. In third-person view, players can see her stumble, look around fearfully, and physically react to threats. These animations were specifically added to create empathy – what the developers call “emotional transference.”

In first-person mode, these reactions are removed to maintain immersion, but the third-person animations reveal something important about Grace’s design philosophy. Unlike Leon’s confident stride or Chris’s determined march, Grace moves like someone who’s genuinely afraid and trying to survive, not someone who’s faced bioweapons dozens of times before.

The Psychology of Modern Horror Protagonists

Learning from Genre Evolution

Grace’s design reflects broader changes in horror storytelling. Modern audiences, particularly those who grew up with the internet, are more sophisticated about horror tropes. They expect protagonists who react realistically to impossible situations, not action heroes who adapt instantly to fighting zombies.

The developers acknowledged this when discussing how Resident Evil 7 was “possibly too scary” for some players. Grace offers a middle ground – she’s frightened and vulnerable, but not helpless. She grows throughout the game, gradually becoming more capable while never losing that essential humanity that makes her relatable.

The FBI Analyst Advantage

Grace’s background as an FBI analyst provides a unique lens through which to experience bioterror. She approaches situations analytically, looking for patterns and evidence rather than simply reacting. This creates opportunities for environmental storytelling and investigation that feel natural to her character.

Her investigative skills also provide a narrative justification for the franchise’s traditional puzzle-solving elements. When Grace examines documents or piece together clues about her mother’s death, it feels organic to her character rather than an arbitrary game mechanic.

Comparing Approaches to Character Growth

The Traditional Arc: From Zero to Hero

Classic Resident Evil protagonists typically followed a simple progression: they started capable and became more capable. Leon went from rookie cop to government agent to superhuman one-liner machine. Chris evolved from S.T.A.R.S. member to boulder-punching bioweapon destroyer.

The Ethan Model: Mysterious Competence

Ethan’s growth was more subtle and mysterious. He began as an apparently ordinary man but revealed superhuman resilience and an mysterious past. His character development was less about becoming stronger and more about uncovering the truth of what he actually was.

Grace’s Journey: Emotional and Physical Growth

Grace promises a different kind of character development. The developers have confirmed she’ll grow stronger and more capable throughout the game, finding weapons and overcoming her fear. But unlike previous protagonists, her growth appears to be both emotional and tactical.

She’s not discovering hidden superhuman abilities or tapping into special forces training – she’s learning to cope with trauma while developing survival skills. This creates a more relatable and potentially more satisfying character arc.

The Broader Implications

Redefining Strength in Horror

Grace’s design challenges traditional notions of what makes a strong horror protagonist. She’s not strong because she can fight monsters without flinching – she’s strong because she continues fighting despite being genuinely afraid. Her vulnerability becomes a source of strength rather than weakness.

This approach reflects broader cultural conversations about mental health, trauma, and resilience. Grace doesn’t need to be fearless to be heroic; she needs to be human.

Setting Up Future Protagonists

Grace’s success or failure as a protagonist will likely influence future Resident Evil games. If players connect with her vulnerability and growth, we may see more protagonists who prioritize emotional authenticity over action-hero competence.

Conversely, if players prefer the superhuman antics of characters like Leon and Chris, future games might return to that model. Grace represents a test case for whether modern audiences want more realistic, vulnerable protagonists in their horror games.

Conclusion: Vulnerability as Strength

Grace Ashcroft represents Capcom’s most sophisticated attempt yet to create a protagonist who feels both capable and genuinely vulnerable. By combining professional competence with emotional authenticity, she offers players someone they can both believe in and empathize with.

Her design acknowledges that true vulnerability isn’t about being helpless – it’s about being human. In a franchise that has sometimes struggled to balance horror with action, Grace offers a path forward that honors both the series’ roots and its evolution.

Whether Grace succeeds in becoming an iconic Resident Evil protagonist remains to be seen, but her design philosophy – vulnerability as strength, fear as authenticity, growth as both emotional and physical – represents a mature approach to horror storytelling that could influence the genre for years to come.

The question isn’t whether Grace can survive her encounter with bioterror, but whether she can do so while remaining recognizably human. In a series where protagonists often become larger than life, Grace’s greatest achievement may be staying true to life-size.

Comments

Leave a Reply

Your email address will not be published. Required fields are marked *