The thing that makes the "b-b-but gais we need to talk about violence too" deflection is that violence is often contextualized down to a in video games and is the main interaction. Snake shooting a gun while wearing a military outfit doesn't look out of place, assassins don't look out of place, Drake shooting mercenaries doesn't look out of place, they're all explained and feel right. Quiet however, has such a flimsy explanation that has more holes than a a slice of cheese that it's incredibly out of place, which is common for sexual objectification in serious narratives.
I'm not disputing that some of the Quiet scenes are daft, I said as much already. I think Kojima was aiming for romantic, sultry and mysterious with Quiet, but unfortunately fell well short of that in her execution - at least from a Western pov. Perhaps it's a cultural thing and from his perspective he absolutely nailed it, but then there comes an odd juxtaposition considering that this forum loves Japanese games so much: if we're pushing creators to dilute aspects of their culture to prevent offending anyone, we will end up with "games by committee" where every component of a game is a result of focus group testing and the end product is a bland, homogenous success. The very aspects that make Japanese games so great disappears.
Bear in mind it's also a strawman argument.
Violence is its own problem in videogames (if one considers it a problem). The gender-bias thing is a totally different issue and they shouldn't be conflated.
You'd be right if I was trying to conflate the two, but I wasn't, I was simply comparing them to highlight an inconsistency in how they are viewed. The fact that violence isn't reacted to in the same manner as sex in games is down to cultural acceptance, not because it's any better developed or refined than the medium's treatment of women. Killing in most games is utterly without consequences, which is entirely unrepresentative of reality.
My point being that (i) games are still an immature medium, and not every game needs to aim to be Citizen Kane to be enjoyed for what it is and (ii) the creation of gaming's version of Citizen Kane does not mean game creators need to stop making games with gratuitous sex or violence.
Ultimately, I say let the game creators get on with creating games according to their vision - we should feel free to criticise their output, but not to censor it because it offends our sensibilities.