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Così va meglio.Omofobia razzismo e FRANCO sono talmente forti che non dovrebbero nemmeno essere tirati in ballo in un topic sui videogiochi
FRANCO invece DEVE essere la colonna portante del topicCosì va meglio.
Il cubo portanteFRANCO invece DEVE essere la colonna portante del topic

Io sono stato colpito dall'animaletto e me l'hanno fatto vedere gettato tra le fiamme![]()
Però se guardate bene non ne gettano uno, ma di più. Quindi potrebbe essere ancora vivo e quelli mostrati sono quelli catturati in precedenza.L'amico che lo guardava con me pensava fosse il nuovo companion. Immagina come ci é rimasto![]()
Si e poi vanno a dire che l'animaletto è un merda che odia le donnePerò se guardate bene non ne gettano uno, ma di più. Quindi potrebbe essere ancora vivo e quelli mostrati sono quelli catturati in precedenza.


There’s been a feeling that Laufey is taking the franchise away from what it used to be, which for many is that violence and a bit of machismo too. How do you feel about that assessment and what would you say to potentially assuage those fears?
I mean, I know a little bit more than what we’ve shown for the reveal, so for me, Faye definitely has violence in it and is capable of that. I think it’s just more, what does a warrior look like in Faye? And it’s a little different than what a warrior looks like in Kratos. They’re different size and shaped people, but I think they’re still both as strong and capable. For me, the level of violence for Faye is really like, ‘what is going to get the job done?’ And so when she’s going to take somebody out it’s, ‘what is the way to get that done as quickly, as cleanly as possible?’ There’s still some more violence to come.

Poi però per segnalare le persone li tiri in ballo.Omofobia razzismo e “inserire altro termine” sono talmente forti che non dovrebbero nemmeno essere tirati in ballo in un topic sui videogiochi
Why is it called Everywhen? It feels like time might be a bit funny there.
I won’t spoil any of the surprises of things, but I think for us [the Everywhen] gave this concept of all time and no time and a place beyond the mortal realms. So it was kind of an internal kind of idea that just kind of stuck after a while.
Do you feel like this is a kind of crucial piece to put in place to further explore different territories and give the series longevity?
Yeah. I think this concept of the place beyond has been in Cory [Barlog]’s brain for a long, long time. We’ve gone to mortal afterlives–hades, and we’ve gone to Helheim. But this idea of for the gods, where do they go? Because we’ve killed gods. They’ve disappeared. What happens to them? They’re not in any of their underworlds, so where does that happen? That question has really been bouncing around for a long time.
And I think this idea of locking ourselves into potentially maybe like one mythology [led us to], “Well, maybe actually these mythologies all touch.” Everybody’s got an idea about a magical place. That’s so common in a lot of different kinds of mythologies that maybe they’re the same place. And so once we started talking about that idea, it really kind of grew from there and the opportunity was just so exciting that I think it just really stuck.
There’s the question of where do Gods go that exists within the current God of War saga, with it being Odin’s obsession. But Athena in God of War III also mentions that she’s transcended beyond into a new place. Is it the same place?
I won’t go into all the details, but I can tell you we’ve been killing gods for a really long time. So we’ve been thinking about this question. Since Aries died, we were like, “Okay, great. Does he go to the underworld?” We asked that question. Where did he show up after Kratos killed him?” I think this has been really bubbling around for like 20 years.
Will this game move forward the discussion around who blew the horn?
That is a very good question. I am not at liberty to discuss.
Unsurprisingly, that’s what everyone else that worked on God of War games said as well.
I think that’s a very exciting question for folks to dig into.
Do you feel a pressure to answer that question now way more?
I don’t think people understand how stubborn Cory Barlog can be, so we may be waiting a while.
We saw a moment where Kratos appears and he physically interacts with Faye so he’s not a magical construct. As a concept in the narrative, how important is the idea of converging [Laufey’s story] with Kratos.
Well, I think for us it’s kind of a reverse of the Ragnarok perspective. In Ragnarok, Faye was present and on Kratos’ mind pretty heavily. And [we are] able to show the other side of that story, because Faye meant as much to Kratos as Kratos means to Faye. And so being able to kind of continue that understanding, the conversation.
With Kratos and Atreus [their quest] was to get to the top of the highest point in the realm and spread her ashes. What is Laufey’s goal?
Well, I think that she is trying to get back to Kratos and Atreus, and we’ll see how she goes.
Get back to them?
Yeah. Or to help them.
Okay. That’s interesting… The idea of her returning is not something that I thought about.
Well, what she wants and what she needs are probably two different things.
One of the things that a lot of old school God of War fans are missing is platforming. Now that Faye has the ability to hop around in a way that Kratos couldn’t, is [platforming] something that you want to reintroduce or emphasize a bit more?
Laufey lends herself a lot to new and different traversal mechanics. Absolutely. So I hope to show you guys more about that soon. But I think that for us, yeah, it’s not just about how she moves in combat, but how she explores the world. And the jump allows verticality in spaces and her speed and agility [lets her] get to places that maybe Kratos wouldn’t have in the last games. But for us that expands the possibility for level design and for different kinds of systems and things.
Proprio perché sono così forti e radicati ahimé se ne parla pure in un topic di videogiochi. E ogni tanto cercare di combattere questi fenomeni é semplice e buonsenso. Dico, basta farsi un giro in alcune sezioni del forum e viene il vomito.Omofobia razzismo e “inserire altro termine” sono talmente forti che non dovrebbero nemmeno essere tirati in ballo in un topic sui videogiochi
Era precisamente quello a cui mi riferivoLaufey lends herself a lot to new and different traversal mechanics. Absolutely. So I hope to show you guys more about that soon. But I think that for us, yeah, it’s not just about how she moves in combat, but how she explores the world. And the jump allows verticality in spaces and her speed and agility [lets her] get to places that maybe Kratos wouldn’t have in the last games. But for us that expands the possibility for level design and for different kinds of systems and things.
E la mobilità di Faye fa decisamente pensare a cosa possano fare lato level design.
Credo che saremo più dalle parti una Open Map, solo più vasta e con un level design maggiormente centrato su salti, dash e quant'altro.
Hype:well:
Ma piuttosto, mi chiedevo una cosa.
Franco é un cubo e oltre alla voce di Quaid é stato mocappato da lui. Questo non potrebbe essere segno del fatto che potrebbe diventare umano? Intendo, ha senso sprecare soldi per sessioni di mocap con un attore, se poi tanto viene fuori un cubo?

What’s up with the cube and the sword?
So Phranque has always been a character. I was with the team for two years on the reboot, working up to 2018, and then when I came back to the studio in 2021, the two characters that were whole and in the pre-production of Laufey were Faye and Phranque. Cory and I have talked about it a lot and the challenge of taking something that could be interpreted as a non-personality and inanimate object, and really just driving a human connection with that and caring about it. As a companion, Phranque offers, mechanically, some interesting ideas. That’s always been Phranque. And then for Rue, we knew we wanted Faye to have a legendary weapon.The Leviathan Axe really is Kratos’s now–she gave it to him. She’s not taking it back.
So for us, [we wanted] to find a weapon that could really play to Faye’s strengths, that nimbleness but still being deadly, that kind of flexibility and speed. As we were doing a lot of development, the ribbons started to take form in there and we were kind of thinking about the caretaker [of the sword] in there. [We thought about], if Faye comes to this world, who is it that is holding the sword when she gets there, and Rue was born.
Is it an original sword for God of War or is it something people will know, like Excalibur or something like that.
It’s an Epic sword. It has a story.
Understood. Coming back to Phranque. The good faith discussion around Phranque that some are having relates to the question of what impact does he have on the tone of the game, the way it’s written and the way it emotionally plays out. The worry is around the Marvelification or the Joss Whedonification of God of War. Is there anything you can say to perhaps give people a better understanding of what Phranque is there for and what the potential impact he will have is?
Phranque has probably got six or seven lines in the reveal, so it’s not a fully developed personality present [there] because we’re just not having as much conversation. So I would say as we are still in development on all of these things, we’re treating Phranque as we would any companion character. His earnestness, his honesty about being in the moment is kind of integral to his character, but that doesn’t make him completely unserious. For us, we want to find his humanity. And as we’ll discover, in the world of Everywhen things are not great right now. So for him, I think it’s really about helping Faye see the world as it is. So he’s not meant to be a joke in that kind of capacity.
I thought it was interesting that he was so immediately trusting of Faye.
Yeah. And I think that is a component to his personality. But there’s a little bit more depth to why he is like that.
Does he need to be that way when you’re depicting a world that is so brutal as what we saw? Do you need that kind of character to stop it from being a bit much? Mimir at times had that function.
Yeah. I think all the characters… Kratos is pretty serious a lot of the time, and so the levity of other people stands in contrast to that a lot. We have characters that can go across the spectrum of that, so it’s not that we have to be very serious and very light. I think we have real people as much as we can, but I think the reveal is just a very small section of the Everywhen, and so as we kind of open up the world to see the next things, Phranque fits into that part.
Comunque ci sono più quesiti che risposte.:well:

Come se essere "solo un cubo" sia una deminutioMa piuttosto, mi chiedevo una cosa.
Franco é un cubo e oltre alla voce di Quaid é stato mocappato da lui. Questo non potrebbe essere segno del fatto che potrebbe diventare umano? Intendo, ha senso sprecare soldi per sessioni di mocap con un attore, se poi tanto viene fuori un cubo?

Un twist? Maybe. Ma non credo avrebbe senso qualcosa di più di un twist, il cubo è così proprio per la sua unicità. Credo non vogliano tradire questa bislacca idea.Ma piuttosto, mi chiedevo una cosa.
Franco é un cubo e oltre alla voce di Quaid é stato mocappato da lui. Questo non potrebbe essere segno del fatto che potrebbe diventare umano? Intendo, ha senso sprecare soldi per sessioni di mocap con un attore, se poi tanto viene fuori un cubo?