God of War Laufey Director Says Phranque Was Always Part of the Story and Enables Super Cool Mechanics
God of War Laufey made a strong impression during the June 2026 State of Play, giving fans their first major look at Santa Monica Studio’s next chapter in the franchise. However, while many players were excited by the reveal, one specific character quickly became a point of debate online: Phranque, the talking cosmic jelly cube companion voiced by Jack Quaid.
Quaid is best known for playing Hughie in The Boys, though he has already appeared in the God of War universe as Eis in God of War: Sons of Sparta. In Laufey, he plays Phranque, a strange cosmic cube companion who quickly drew criticism from some fans for feeling too whimsical or not grounded enough for the series’ tone. Similar criticism has also been aimed at Rue, the talking ribbon connected to Faye’s sword.
Game Director Ariel Lawrence addressed the topic in a recent interview with FlowGames, explaining that Phranque was not a late addition or a random comedic companion. According to Lawrence, Phranque was one of the earliest characters established for God of War Laufey, alongside Faye herself.
Lawrence, who worked on the original God of War games before leaving for a period at Riot Games, returned to Santa Monica Studio in July 2021. When she came back, she said Head of Creative Cory Barlog had already placed Faye and Phranque at the foundation of the project.
"Both Phranque and Rue are really important, both in combat assists as supplemental to Fay, but also in traversal and puzzle solving, and just the utility of both of them and what they can do in the shapes that they're in. So, for Phranque, as a cosmic jelly cube, how we may use him in certain parts of the world has definitely been exciting for the team just in terms of design work for us."
— Ariel Lawrence
That explanation reframes Phranque as more than a talking object meant to add personality. His cube form appears to be tied directly into gameplay, with uses across combat, traversal, and puzzle solving. For a series that has always built mechanics around mythical tools, weapons, companions, and environmental interaction, a cosmic cube companion could open the door to unusual mechanics that would not work with a more traditional character.
Lawrence also explained that part of the creative challenge was making players care about something that does not look like a person. That idea seems central to why the team found Phranque exciting from the start.
"When I came back to the team, the 2 characters that actually were started from with Corey Barlog were both Faye and Phranque. Phranque was one of the very first things he's always been a part of this story in the Everywhen. And I think just that possibility of taking something that feels kind of inanimate and not a person, and really seeing how we could drive connection and story and make you feel about a cube. I think that was just an interesting challenge and pitch, and Cory and I were talking about it. I was like, That's really exciting. That's something different. And I think that at the heart of it, too, it's just the surprise factor of it that was just so exciting for the team. And where we could go with that mechanically has also been super cool."
— Ariel Lawrence
That answer makes it clear that Phranque is not just a tonal experiment. Santa Monica Studio appears to be using him as both a story device and a gameplay tool. The idea of making players feel connected to something as abstract as a cube fits the emotional direction of modern God of War, where the series has repeatedly used unlikely relationships to build character depth.
The criticism is understandable to a point. God of War, especially in its Norse era, has leaned heavily on grounded emotional storytelling, brutal violence, grief, family, and mythological consequence. A talking cosmic jelly cube naturally stands out in that world. However, fantasy has a long history of talking weapons, sentient objects, strange companions, and magical entities that only become meaningful once players understand their purpose in the story.
The real test will be how Phranque works in practice. If the character adds useful mechanics, meaningful dialogue, and emotional value to Faye’s journey, early concerns may fade quickly. If he feels like a forced comic relief character, the criticism will likely continue. For now, Lawrence’s comments suggest the team is fully aware that Phranque is unusual, and that his unusual nature is part of the point.
God of War Laufey is expected to blend the brutal weight of the Norse era with the faster fluidity of the Greek era. That combination already makes the project one of the most interesting upcoming PlayStation 5 exclusives, especially because it shifts focus toward Faye and the wider mythology surrounding her role.
The game does not yet have an official release window, though it is expected to launch in 2027 for PlayStation 5.
Do you think Phranque could become one of God of War Laufey’s most interesting companions, or do you prefer the series to stay more grounded in tone?
