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Inside the new God of War: Laufey, according to Santa Monica Studio

Following the world premiere of God of War: Laufey at Tuesday’s PlayStation State of Play, Santa Monica Studio has disclosed major narrative and gameplay details for the upcoming spin-off. Moving away from series anchor Kratos, the new title positions his late wife, Faye, as the central protagonist in a reality-bending journey through the afterlife of gods.

In an exclusive interview, Game Director Ariel Lawrence and Creative Director Cory Barlog revealed that the project breaks traditional series conventions to expand the franchise’s lore across multiple mythologies.

A story born from the ashes of 2018

Despite widespread industry speculation that the game would act as a prequel mapping out ancient wars against the Norse pantheon, the developers confirmed that God of War: Laufey begins exactly where the 2018 game started: with the cremation of Faye’s physical body.

Her passing immediately transports her soul to “The Everywhen,” a hostile, nightmarish purgatory where deceased deities from all known world mythologies reside in an eternal power struggle.

“We will always tell stories about Kratos, but for us, this was an opportunity to talk about someone who was so foundational to the beginning,” Lawrence stated. “To know her better and explore this new world gives us room to be surprised and see how things connect. For us, it’s not a radical shift; it’s more of an expansion.”

Barlog described the new setting as a volatile prison fueled by divine egos, confirming that Faye will encounter entirely new pantheons, including the Egyptian war goddess Sekhmet and the Mongolian war god Begtse.

“Literally, all the gods that exist in all mythologies have a terrible relationship with power and how they abuse it,” Barlog noted. “When you put all these people together… they are going to live in a bizarre conflict because they are stuck in a prison.”

Re-engineering combat: blending greek speed with norse weight

Faye, brought to life by actress Deborah Ann Woll (Daredevil), introduces a completely separate physical profile to the studio’s signature combat engine. Where Kratos operates like an immovable tank utilizing raw, brute strength, Faye relies on athletic agility, rapid evasion, and intrinsic magic.

To design her kit, the development team integrated mechanics from both eras of the franchise’s history. Faye’s core movement and aerial capabilities draw direct inspiration from the fluid, combo-heavy style of the original Greek trilogy, while the combat encounters retain the tight camera angles, visceral impact, and companion systems of the modern Norse entries.

Furthermore, because the ambient density of magic in The Everywhen is amplified a thousand-fold compared to Midgard, Faye’s Frost Giant abilities will serve as a core gameplay pillar rather than a secondary utility. Players will be able to weaponize her clairvoyance, deploy high-tier protection wards, and execute slow-motion soul-extraction maneuvers mid-combat.

Unconventional alliances and a unified timeline

The broadcast also introduced Faye’s core companions: a sentient cosmic cube named Phranque, voiced by Jack Quaid (The Boys) and Rue, an enchanted ribbon guarding an unusual sword, voiced by Perlina Lau.

Despite the shift in perspective and the introduction of whimsical companion elements, Santa Monica Studio emphasizes that God of War: Laufey is permanently tethered to the mainline continuity. The story runs entirely parallel to the timelines of God of War (2018) and God of War Ragnarök. Throughout the game, Faye will hear echoes of her husband’s voice and experience visions of her son, Atreus, eventually finding ways to actively communicate with Kratos during overlapping historical milestones.

“Everything we are doing within this game… has direct connections to everything, so that it all forms a singular universe,” Barlog concluded. “None of this is like we’re telling a side story. This is a new chapter of the exact same massive book.”

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