God of War: Laufey runs alongside Ragnarok, not after it — Sony Santa Monica's franchise architecture just changed
In Sony Santa Monica Studio’s 23-minute God of War: Laufey gameplay reveal at the June 2 State of Play, Kratos appears twice. The first cameo is brief — Kratos mourning at Faye’s funeral, the scene Norse-saga players already remember from the 2018 prologue. The second is the one that matters. Kratos helps Faye to her feet in the Everywhen, the afterlife realm where Laufey’s game is set, and disappears. The reveal staged that scene to run in tandem with the moment in God of War Ragnarok where Thor kills Kratos and immediately revives him. Laufey’s story isn’t a sequel to the Norse saga. It happens during it. That structural decision is more interesting than the protagonist swap that the headline coverage led with, and it changes what Sony Santa Monica is doing with the franchise going forward.
The mechanical reset that makes it not-a-Kratos-game
Faye is the playable protagonist throughout — voiced by Deborah Ann Woll, wielding a magical sword and channelling Jötunn magic. The combat looks deliberately different from Kratos’s Leviathan-and-Blades work. The most concrete mechanical tell: Faye can jump during combat, a feature absent from the franchise since God of War: Ascension shipped in 2013. Sony Santa Monica had explicitly removed free-jump combat for the 2018 reboot, with the design rationale that an older Kratos shouldn’t be airborne. Faye gets it back. The combat reveal showed aerial juggle combos, mid-air sword chains, and movement transitions the Norse games structurally couldn’t support.
That detail looks small but it matters for what the studio is signalling. Sony Santa Monica isn’t reskinning Kratos’s moveset onto a different character; the team rebuilt the combat system around a protagonist who isn’t him. Thirteen years of in-engine jump-system absence reverses in a single game. That’s investment, not iteration.
The cameo timing tells you what the franchise architecture is now
The Kratos cameo in the Everywhen is the part of the reveal worth re-watching. Sony Santa Monica places it at the same narrative beat as the Thor death-and-revival sequence in Ragnarok — Kratos dies, briefly enters the realm where dead gods go, and is brought back. In Laufey’s version, that brief between-life window is when he encounters Faye. Then he’s pulled back to the world of the living, and Faye keeps going. Two protagonists, one shared narrative moment, two different stories continuing past it.
That’s not how the franchise has handled its narrative before. Both 2018’s God of War and 2022’s Ragnarok were strictly linear — one protagonist (Kratos, with Atreus controllable in stretches), one timeline, one continuous story. Laufey is something structurally different: a concurrent timeline that intersects with the Norse saga at specific points but otherwise runs alongside it. Sony Santa Monica is doing what comics publishers have done for decades and what big-IP video-game studios have mostly avoided — running multiple character-led stories through the same universe simultaneously.
The implication for the franchise is significant. If God of War can hold two parallel stories at the same time, the studio can stop treating each new game as a generational handoff and instead expand the universe horizontally. That’s not what the post-Ragnarok industry conversation about Sony Santa Monica’s next move had assumed.
”Many more Kratos stories” is the comment that confirms it
Sony Santa Monica’s developer commentary alongside the reveal made the architectural intent explicit. The studio said it has “many more stories to tell with Kratos” after Laufey. That’s a meaningful clarification. It says Laufey isn’t the franchise’s pivot away from Kratos — it’s a sibling project running parallel to whatever Kratos’s next chapter is.
The two-game pipeline that statement implies maps cleanly onto how Sony Santa Monica has scaled the studio over the past five years. The team has been hiring on multiple projects since Ragnarok shipped in 2022, and the operational structure for two simultaneous God of War games — one Kratos-led, one Faye-led — fits the headcount and timelines that have been visible to industry observers.
A rumour worth flagging carefully, because it would extend the picture further: a leaked claim — from a source GamingBible says has been accurate on Laufey details that later confirmed — suggests Tyr is a second playable protagonist in Laufey itself. That hasn’t been confirmed by Sony Santa Monica, and the studio’s reveal didn’t surface Tyr in a playable context. If true, the parallel-architecture model isn’t just operating across games; it’s operating within a single game. If not, the parallel structure is between Laufey and whatever Kratos project is next. Either version is a meaningful franchise-design departure.
What the 23-minute reveal means
State of Play reveals at this scope are usually two- to four-minute cinematic-and-gameplay cuts. Twenty-three uncut minutes is a marketing-confidence signal Sony deploys deliberately. The most recent comparable runtime decisions were Spider-Man 2’s nine-minute gameplay reveal and The Last of Us Part II’s extended gameplay drops. In each case, the studio’s calculation was that a new mechanical or narrative move needed to be shown rather than pitched.
For Laufey, the showing makes sense. A new protagonist with a different combat system, set in an unfamiliar narrative space, against the backdrop of audiences who associate “God of War” almost exclusively with Kratos’s voice and his combat rhythm — that’s a marketing problem a trailer doesn’t solve. Twenty-three minutes of Faye in the Everywhen, fighting gods from across mythology with a system the franchise hasn’t shipped before, is the version that lets the audience commit before they’re asked to.
The release window
Insider Gaming reports Sony Santa Monica is “definitely” targeting a release before 2028, with the first half of 2027 the working internal window. That timeline is consistent with the gameplay maturity the reveal showed — combat systems at that polish level are usually 9-15 months from launch when they’re cut for marketing. Sony Santa Monica hasn’t committed a date.
What’s worth tracking between now and then isn’t the release window. It’s what Sony Santa Monica does with the Kratos pipeline in parallel. If the next God of War announcement comes from the studio inside the next eighteen months and features Kratos in a concurrent storyline, the franchise architecture decision has been confirmed. If Kratos doesn’t surface for another four or five years, Laufey was a spin-off and the architecture read is wrong. The June 2 reveal made the bet visible. The Kratos cadence over the next two years confirms or breaks it.
Sources
- First look at God of War Laufey — PlayStation Blog (official reveal post)
- PlayStation unveils God of War Laufey, a new PS5 entry starring Kratos’s ‘dead’ wife, Faye — Video Games Chronicle
- God Of War Laufey Brings Back GOW Feature Not Seen in 13 Years — Insider Gaming (jump-combat detail)
- Here’s What Kratos’ Inclusion In God of War Laufey’s Timeline Means — GamingBible (the Thor parallel timing)
- God of War Laufey Is Hiding A Second Playable Protagonist — GamingBible (Tyr rumour, attributed as leak)
- God Of War Studio Has “Many More Stories” To Tell With Kratos After Laufey — The Gamer (studio commentary on Kratos pipeline)
- God of War Laufey Release Will ‘Definitely’ Be Before 2028 — Insider Gaming (release window)
- God Of War Laufey Stars Kratos’ Wife Fighting Through The Afterlife Of The Gods — Game Informer