The Most Interesting Thing About God of War: Laufey Isn’t Faye

God of War: Laufey was announced at State of Play and poses a lot of interesting questions, like can you have a God of War game without the god of war? Instead, We’re playing as Faye, Kratos’ badass wife and the original owner of the Leviathan axe. While Kratos is a hulking brute of a fighter in the new games, Faye is agile and fast and a little flashier than her husband. Do the fans even want this? Why is there a talking ribbon attached to a sword? Was Fraye the one who blew the horn in God of War 2018? If a god dies and Kratos wasn’t around to do it, does it even count?

https://www.youtube.com/watch?v=upjpP54xDIc

All very important questions. All shall be answered in the fullness of time. But the most interesting aspect of what we saw isn’t Faye herself, or finally getting to see how skilled a fighter she is after all of the praise Kratos has heaped upon her over the years. No, it’s the Everywhen, the name given to the afterlife Faye finds herself trapped within. What happens when gods die? God of War: Laufey finally answers that question. They don’t truly disappear.

The first reason this is so interesting is that it allows Santa Monica Studio to blend mythologies together in a way the series has never done before. Previously, God of War largely focused on one mythology at a time. First it was Greek mythology, then Norse. The Everywhen changes that because it acts as the ultimate melting pot, a place where gods from every mythology eventually wind up when death comes calling.

According to Santa Monica, the Everywhen isn’t simply another location like Midgard or Helheim. Instead, it exists as “this transcendent place above the mortal world and the afterlife of humans.”

We see this almost immediately through two of the game’s major antagonists: Sekhmet, the Egyptian goddess of war and healing, and Begtse, a Mongolian god of war. Not only do these characters demonstrate how God of War: Laufey intends to mix different mythologies together, they’re also surprisingly deep cuts. Santa Monica could have reached for more recognisable names from Egyptian mythology, but instead seems determined to cast a wider net and explore cultures that haven’t traditionally received much attention in blockbuster games.

What’s particularly clever about the Everywhen is that it also solves a problem Santa Monica was eventually going to run into. Kratos has spent the better part of two decades treating pantheons like an all-you-can-eat buffet. By the end of the Greek saga, most of Olympus was dead. By the end of Ragnarök, the Norse gods weren’t exactly thriving either.

Until now, every new God of War game needed a new mythology to explore. Egypt. Japan. Celtic mythology. Wherever Kratos might wander next. The Everywhen changes that. Instead of moving sideways into another mythology, Santa Monica has created a place that sits above all of them. According to the developers, it’s where all magic returns and where gods go when they die. A single realm where every pantheon ultimately converges.

As Cory Barlog explained, the goal is that “it all connects to each other. It all influences each other.” Suddenly the Greek era, the Norse era, and whatever comes next no longer feel like separate stories. That means the franchise is no longer limited to telling Greek stories, Norse stories or Egyptian stories. It can tell all of them at once.

The real reason the Everywhen intrigues me, though, is because it’s exactly what it claims to be: an afterlife for the gods. All of them. Just take a second to think about that.

If the rules apply equally to every deity, then Zeus, Ares, Hades, Poseidon and a whole host of Kratos’ former enemies should be somewhere out there in the Everywhen.

“Thrusting all these gods into a singular space in which they cannot escape is this recipe, this powder keg,” Cory Barlog told IGN. That’s a lot of very big egos and a lot of old grudges.

Kratos may have accidentally become one of the Everywhen’s largest contributors. Zeus is there. Ares is there. Hades is there. Baldur is probably wandering around somewhere. Heimdall is undoubtedly still being insufferable. Depending on how the rules work, there could be enough former Kratos victims in the Everywhen to start their own support group.

“My name is Zeus, and Kratos killed me.”

“Hi Zeus.”

“My name is Baldur, and Kratos killed me.”

“Hi Baldur.”

“My name is Heimdall and…”

“Yeah, we know.”

It’s entirely possible that Faye never encounters any of them. The Everywhen sounds vast, and Santa Monica hasn’t hinted at any returning characters. Plus, the term “Everywhen” makes it sound like this place exists outside of regular space and time, sort of like the DVLA. But that seems almost impossible to imagine. When you’re developing a concept like this, one of the very first thoughts has to be: what happens when Kratos’ victims all end up in the same place?

To create a realm populated by dead gods and then never use it to revisit any of the franchise’s fallen legends would be like holding a fresh sugary doughnut in your hand and choosing not to eat it. Technically possible, I suppose. But also completely insane. Who would do that? What kind of maniac?

More importantly, though, the most interesting outcome isn’t seeing Zeus or Baldur return. It’s seeing what happens if they do.

Modern God of War has largely been about Kratos confronting the consequences of his actions and trying to become something better. He’s spent two games wrestling with his past, attempting to break the cycle of violence and teaching Atreus not to become the man he once was. Behind him is a trail of dead deities so wide that entire religious texts need edited so that the final line says, “And then fucking Kratos happened.”

https://www.youtube.com/watch?v=szwYBVY7FsU&t=5s

But what if the consequences finally catch up with him anyway? Only not through him. Through his wife.

Imagine introducing yourself as Laufey and watching the mood in the room change the moment somebody realises exactly who you’re married to. Imagine spending eternity trapped alongside gods whose only common bond is that your husband murdered them. Some deserved it. Many absolutely had it coming. But I suspect that distinction becomes less important when you’ve spent a few hundred years dead and angry. Gods tend to hold grudges in this franchise.

Kratos getting punched in the face by the consequences of his actions would feel almost expected. That’s the sort of tragedy he’s been carrying since the original game. Faye being forced to deal with them instead? That’s cruel. That’s personal. That’s exactly the kind of emotional gut punch modern God of War loves to deliver. That’s the kind of consequence that would drive the mighty Kratos to his knees.

The Everywhen feels like far more than a backdrop for Faye’s story. It feels like Santa Monica quietly building the future of the franchise. A place where every mythology can collide, every story can connect, and where the consequences of Kratos’ twenty-year-long rampage might finally catch up with him again.

The only difference is that Kratos might not be around when they do.

His wife will be.

She isn’t the God of War.

She just loved the God of War.

#GodOfWar #GodOfWarLaufey #News #opinionPiece #PlayStation #PS5 #SantaMonica #Sony

The Absolute Rage Induced by “K.”

Daily writing promptWhat’s a word or phrase that annoys you?View all responses There are many phrases in this world that annoy me. Corporate buzzwords. Fake positivity. Passive aggressive nonsense. People saying “we should totally hang out sometime” when both of you know that is never happening. But there is one response, one microscopic combination of letters, one digital communication war crime that rises above the rest. One phrase so unbelievably lazy, dismissive, cold, and […]

https://jaimedavid.blog/2026/05/22/23/40/08/analysis/jaimedavid327/10962/the-absolute-rage-induced-by-k/

Apple’s New CEO Won’t Make Games—But He Might Make Macs Worth Gaming On

Apple has just made a pivotal move: John Ternus, the company’s hardware chief, has been announced as Apple’s next CEO. This is a big shakeup for a company that’s spent years pivoting toward services, but Ternus—closely associated with the era that brought the Mac’s transition to Apple silicon—could be the kind of leader who nudges Mac gaming forward. Let’s be clear: Apple isn’t about to dethrone PlayStation or Xbox. This isn’t a dramatic pivot into hardcore gaming. It isn’t going to be developing huge games, or running the latest Call of Duty at max settings. Instead, it’s about the fact that the Mac’s current foundation has been built during Ternus’ time leading hardware engineering—and that foundation could be a game-changer, even if we keep expectations firmly in check.

I’ve been using a Mac for the last couple of years—it’s become my go-to for writing, my day-to-day tasks, and all the work that demands a reliable, smooth machine. And for all that, I love it. But when it comes to gaming, it falls flat. I always end up back on my Windows machine, where compatibility is a given, performance is a known quantity, and I don’t have to second-guess every title. It’s not like I can’t game on on my Mac a little, but it kind of feels like trying to make a toaster run Doom. Doable? Sure! Kinda cool? Yes. A bit fucking stupid? Also yes.

John Ternus. Image Credit: Apple. Advertisements

That’s the gap Apple’s been trying—slowly, cautiously—to close. Over the last few years, we’ve seen a marked increase in big games supporting Mac. It’s not like every new major title is supporting Apple’s platform, but its trending upward.

During the period in which Ternus has led hardware engineering, that shift has started to take shape. When Apple moved the Mac to its own silicon—starting with the M1 chip—it wasn’t just a quiet efficiency bump. Apple silicon gave Macs a genuine uplift in GPU capability. Suddenly, you had systems capable of serious graphical workloads. Not gaming rigs, not in the traditional sense, but machines that at least make the conversation possible.

That doesn’t mean Ternus alone drove every part of that transition. But he’s been a key figure during the period where the Mac has become significantly more capable—and crucially, more viable as a platform that could support gaming in a meaningful way.

Apple’s recent gaming moves don’t feel random anymore. The Apple Games app is a start, even if it’s still a bit clunky. Then there’s the Game Porting Toolkit, now in its third iteration, which—while not a silver bullet—is a clear attempt to reduce the friction of bringing games to macOS. And Metal 4 continues to push Apple’s graphics API forward, slowly closing the gap between what Macs can do and what modern games expect.

Individually, none of these are game-changing. Together, they look like groundwork. A foundation. Hope.

And that’s where Ternus’ position starts to matter. He’s not coming in to “fix” gaming overnight, but he is stepping into the CEO role at a time when the Mac is more capable than it’s ever been, and when Apple is, quietly, putting the pieces in place. If Apple keeps trundling along in the direction it is already headed, Ternus’ history make him a prime candidate to nudge that direction a tiny bit more toward games, even if by accident.

I can’t stress this enough: this doesn’t guarantee a Mac gaming revolution. Apple still prioritises iPhone and iPad, and it’s not about to abandon that golden goose. Nor is it suddenly going to go head-to-head with Sony or Microsoft in the traditional gaming space.

But if the Mac does become a more credible gaming platform—maybe not a titan, but something you can actually recommend without caveats—it will be because of this steady, hardware-led evolution. And with someone like John Ternus now steering the wider company, there’s at least a reasonable argument that this direction doesn’t stall out.

Really, the hope is that we could open up Steam on a Mac and see a lot more games boasting macOS support. That’s the dream, right up there with my other dream: calorie free cakes that taste like the real thing. And let’s be honest, of those two dreams, the Mac one has the biggest chance of actually happening.

It’s not a revolution. It’s not even a guarantee. It’s just speculation and cope and a fair bit of hope.

#Apple #Mac #News #opinionPiece #PC #PlayStation #Switch #Switch2 #tech #technology #Xbox
Sometimes powerful people just do dumb shit

In June 1812, Napoleon Bonaparte marched 685,000 soldiers into Russia - the largest military force ever assembled in European history up to that point, and one of the largest military fuckups of all time. He had no coherent supply plan for feeding them, he had no realistic timeline for

Westenberg.
You (Probably) Don't Need an f/1.2 Lens: The Law of Diminishing Returns

There are some scenarios where an f/1.2 maximum aperture is desirable, but I think this is rarely the case.

PetaPixel

I watched the Kid Rock Turning Point USA halftime show so you don't have to

https://fed.brid.gy/r/https://www.advocate.com/opinion/kid-rock-halftime-tpusa-review

'No point making a high-spec Steam Machine,' Larian publishing boss says, because anyone who wants a powerful PC is going to look elsewhere anyway

Valve's new living room box is not built for the hardcore, and that's kind of the point.

PC Gamer

The Pioneer, 4th Oct'25

Borrowed Respect, Fragile Nationalism

➖✨➖✨➖

"The deeper problem is not economic but inner. For generations, we have been trained to depend on someone else: a ruler, a saviour, a foreign economy. To stand alone feels risky, so we clutch at authority."

➖✨➖✨➖

📍 Print :
Available in all 8 English editions of The Pioneer across India

🌐 Read online : https://www.dailypioneer.com/2025/columnists/seeking-validation-abroad--borrowed-respect--fragile-nationalism.html

#Nationalism #India #OpinionPiece #SelfReliance #ThePioneer

Seeking validation abroad: Borrowed respect, fragile nationalism

True respect does not arrive from visas or tariffs, nor from applause abroad. It is born only when we stop looking outward for validation, and begin to live from inner strength. That alone is dignity. Everything else is illusion For decades, success in India has meant distance. The farther one

The Pioneer
Album Review: Reneé Rapp’s “BITE ME” sets the tone for August album releases

August tends to be the month that pop artists have a chokehold on — and this year is no different. Queer pop star Reneé Rapp started the month off strong, releasing “BITE ME,” her second full-length album, Friday.  Rapp rose to fame at the age of 19 after performing as Regina George in the Broadway […]

The Lantern

New Post:
“The Traverse City Walmart Attack – An Opinion on America's Failing Mental Health System”

What happened in northern Michigan is tragic—but not isolated. In my latest blog post, I talk about how the system keeps failing people, and why we all should be concerned.

Read it here:
https://diaryofafloppingfish.com/2025/07/31/the-traverse-city-walmart-attack-an-opinion-on-americas-failing-mental-health-system/

Let’s talk about it.
#MentalHealth #TraverseCity #MentalHealthAwareness #OpinionPiece #Blog #DiaryOfAFloppingFish #FediverseWriters

The Traverse City Walmart Attack: An Opinion on America’s Failing Mental Health System

Traverse City Walmart Stabbing: Could This Attack Have Been Prevented? Michigan is reeling from an attack at the Traverse City, Michigan Walmart on July 26, 2025 where a 42-year-old man “alle…

Diary of a Flopping Fish