God of War Laufey Star Deborah Ann Woll Finally Discusses a Secret She Kept for Nearly 10 Years

Deborah Ann Woll has revealed that God of War Laufey was part of Cory Barlog’s wider vision for the franchise years before Santa Monica Studio publicly introduced Faye as the lead character of its next game. After keeping the project secret since 2018, the actress says she is still struggling to process the fact that she now carries one of PlayStation’s most important franchises.

Speaking with CGMagazine during Game Con Canada, Woll explained that Barlog first pitched the project to her while discussing her role in God of War Ragnarök. By that point, the studio already had a Laufey poster featuring her likeness alongside Phranque, the cosmic cube companion who will accompany Faye through the Everywhen.

"I still pinch myself. I’ve known about this for nearly 10 years."
— Deborah Ann Woll.

The timeline shows that God of War Laufey was not created as a quick reaction to the success of the Norse saga. Although Woll received the pitch in 2018, she said the team had already developed the concept before that meeting. This places the foundation of the project around the launch period of God of War 2018, when players were only beginning to understand Faye through the stories, memories, and secrets she left behind.

The cube featured in the early poster was Phranque, voiced in the final game by Jack Quaid. Woll described the character as something that had existed from the beginning and remained deeply connected to the lore. Game Director Ariel Lawrence defended Phranque as one of the earliest parts of the project, with the companion contributing to combat, traversal, puzzles, and the wider mythology of the Everywhen. That consistency supports the idea that Santa Monica Studio has been planning Laufey as a natural expansion of the modern God of War universe rather than a minor side project. The official PlayStation introduction to God of War Laufey describes it as the next mainline entry in the series, placing Faye at the center of a story that begins after her funeral.

Faye awakens inside the Everywhen, an afterlife where gods and creatures from different mythologies gather. Her preparations to protect Kratos and Atreus are placed at risk, forcing her to fight through the realm and uncover why the natural flow of magic has been disrupted.

Woll confirmed that the story runs concurrently with God of War 2018. This gives Santa Monica Studio an opportunity to revisit mysteries from the Norse saga without undoing its conclusion or interrupting the future journeys of Kratos and Atreus. Questions surrounding Faye’s past, her plans, the Giants, her conflict with Thor, and the knowledge she possessed before her death can now be explored directly through her perspective.

Woll also reassured fans that Faye’s new direction does not mean Kratos is being permanently removed from the franchise. She said the established direction will continue while Santa Monica Studio spends time expanding the universe through another lead character and a different corner of its mythology.

"The other direction is going to continue going forward."
— Deborah Ann Woll.

This makes Laufey part of a broader expansion rather than a replacement for the traditional God of War formula. The studio can continue developing Kratos focused stories while also exploring characters and mythologies that would be difficult to fit into one linear journey.

The Everywhen creates an especially large foundation for that approach. Because it brings together gods from different belief systems, the setting allows the franchise to move beyond the Greek and Norse worlds without forcing Kratos to travel through every mythology himself. The official reveal already introduced figures inspired by Egyptian and Tibetan mythology, while Faye’s soul manipulation abilities connect directly with the strange rules of this afterlife.

Woll said every part of the production was focused on making the experience entertaining, emotional, and meaningful for players. She described the role as a major responsibility and said the development team kept the audience in mind throughout the performance capture process.

The actress also praised the technology and animation work used to translate her performance into the game. After watching the reveal footage, she said the final character preserved extremely small facial and eye movements that she had not expected to see represented so precisely.

That emotional range may become essential to Laufey’s story. Santa Monica Studio describes Faye as a powerful warrior and former owner of the Leviathan Axe, but the game also needs to explore her regrets, her role as a parent, and the preparations she made for a family she knew she would leave behind.

According to Woll, those themes are not limited by the decision to feature a female lead. She sees Laufey as a story about parenting, loss, regret, personal improvement, and whether someone can repair the damage caused by earlier choices. Those ideas closely mirror the emotional themes that transformed Kratos during the Norse saga.

Combat will still remain central. Santa Monica Studio says Faye combines the movement and fluidity of the Greek era with the close combat structure and character driven world design of the Norse games. She can move between ground and aerial attacks, manipulate souls, and use a powerful sword protected by Rue, another companion introduced within the Everywhen.

Faye’s greater mobility should make Laufey feel mechanically distinct from the heavier combat style associated with Kratos. The studio has described her fighting approach through speed, control, and relentless momentum, while her magical abilities allow her to separate enemy souls from their bodies and use them during combinations.

The project has already become one of the most discussed reveals of the 2026 gaming showcase season, outperforming other major announcements in coverage, views, and online discussion. Sony currently lists God of War Laufey as coming soon to PlayStation 5 but has not announced an official release date. Insider NateTheHate has reported that the last target he heard was the first half of 2027, although that timing should remain classified as a rumor until PlayStation or Santa Monica Studio provides confirmation.

The most revealing part of Woll’s interview is how early the game existed inside Santa Monica Studio’s plans. Faye, Phranque, and the wider mythology were not assembled after Ragnarök. They were already being considered while the modern God of War identity was still taking shape.

That long preparation raises expectations, but it also gives Laufey a stronger narrative foundation. Santa Monica Studio has spent years placing clues around Faye without allowing players to experience her story directly. God of War Laufey now has the opportunity to reveal how much of the Norse saga was guided by a character who remained absent for most of it.

Does knowing God of War Laufey was planned before the launch of God of War 2018 make you more confident in Faye’s new adventure?

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Angel Morales

Founder and lead writer at Duck-IT Tech News, and dedicated to delivering the latest news, reviews, and insights in the world of technology, gaming, and AI. With experience in the tech and business sectors, combining a deep passion for technology with a talent for clear and engaging writing

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