Home > News > "Ōkami 2: Exclusive Interview with Capcom, Kamiya, and Machine Head on Anticipated Sequel"
Twenty years after the enchanting release of the original Ōkami, the revered great god Amaterasu, the origin of all that is good and the nurturing mother to us all, is poised to make a triumphant and unexpected return. Announced at The Game Awards last year, a sequel to Ōkami is now in development. Hideki Kamiya, having recently parted ways with Platinum Games, has formed his own new studio, Clovers, and taken up the directorial role. He embarks on this journey with the blessing of IP owner Capcom, which is serving as publisher, and with the support of Machine Head Works—a new studio staffed by Capcom veterans that has already contributed to several recent Capcom titles, including the Ōkami HD remake. The talent assembled for this project is truly an all-star line-up, blending new developers with veterans of the original Ōkami who are dedicated to bringing their initial vision to full bloom.
While a poignant teaser trailer and the impressive names behind the Ōkami sequel have been unveiled, details on what exactly to expect remain scarce. Is this a direct sequel or something different? Who conceived the idea, and how did this project come to life after two decades? Was the figure in the trailer indeed Amaterasu, or a lookalike wolf?
Recently, IGN had the privilege of gathering some insights. Though the Ōkami sequel is still in its very early stages of development, we visited director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata at their base in Osaka, Japan. During a two-hour interview, we delved into the essence of Ōkami, the sequel, their collaborative efforts, and the visions for their respective studios.
Here's the full Q&A from that interview, which has been lightly edited for clarity:
IGN: Kamiya-san, you've mentioned your reasons for leaving PlatinumGames, citing a divergence from your beliefs as a developer and a desire to create games uniquely yours. What are these beliefs, and how will they shape Clovers?
Hideki Kamiya: It's a challenging question. In September 2023, after about 16 years with Platinum, I announced my departure. The primary reason was a feeling that the company was moving in a direction contrary to my vision. I can't delve into specifics, but I believe that the personality of game creators is crucial and significantly influences the user's experience. This is why the kind of development I aimed for at Platinum felt misaligned with my goals. Thus, I decided to create Clovers, which wasn't something I conceived before leaving Platinum but after. Upon leaving, I engaged with people I knew and realized I wanted to establish a game development environment where I could realize my vision.
What defines a Hideki Kamiya game? How would someone recognize your touch in a game?
Kamiya: Defining a Hideki Kamiya game isn't necessary for every title I create. What's important to me is crafting a unique experience that users haven't encountered before. My focus during development is to offer players a novel way to enjoy the game.
What is the connection between Clovers and Clover Studio, if any? Does the clover plant hold special meaning for you?
Kamiya: The name Clovers is a continuation of Clover, a studio I was proud of and wanted to carry forward. Clover was the fourth development division under Capcom, symbolized by the four-leaf clover. With Clovers, we also embrace the notion of C-lover, where 'C' represents creativity, a core value we cherish. Our logo features four 'C's, reflecting the four leaves of a clover.
Capcom is heavily involved in this project. Was the idea behind Clovers to maintain a close relationship with Capcom even before Ōkami came into the picture?
Yoshiaki Hirabayashi: From Capcom's perspective, we always cherished Ōkami and wanted to continue its legacy. Kamiya, the original director, leaving his previous company sparked our discussions about this project.
Tell us the story of how this sequel came about. Why Ōkami? Why now? Who pitched the idea?
Hirabayashi: We've always sought opportunities to create a new Ōkami. The project required the alignment of key personnel and resources. The opportunity arose when Kamiya left Platinum.
Kamiya: I've always wanted to complete the Ōkami story, which I felt was unfinished. While at Platinum, I couldn't pursue this, but I often discussed it casually with friends like Takeuchi. Leaving Platinum allowed me to finally make this dream a reality.
Kiyohiko Sakata: As a former member of Clover Studio, Ōkami was a significant IP for us. The timing felt right, with all the stars aligned to move forward with the sequel.
Can you introduce Machine Head Works and explain your involvement in the Ōkami sequel?
Sakata: Machine Head Works is a recently established company, rooted in Capcom Division Four, similar to Kamiya's origins. We act as a bridge between Clovers and Capcom, leveraging our experience with Capcom on previous titles and our familiarity with Kamiya's work. We also have expertise with the RE Engine, which we're using to aid Clovers' developers in this project.
Hirabayashi: Machine Head Works supported us with the PS4, Xbox One, and Switch ports of Ōkami and has worked on recent RE Engine titles like Resident Evil 3 and 4.
Why choose the RE Engine for the Ōkami sequel? What specific benefits does it offer?
Hirabayashi: Yes. We can't go into detail at this stage, but the RE Engine is essential to realizing Kamiya-san's artistic vision for this project.
Kamiya: The RE Engine is renowned for its expressive capabilities, and fans expect this level of quality from our game.
Capcom has wanted to do an Ōkami sequel for a long time, despite the original's commercial performance. Why has Ōkami remained so special to Capcom?
Hirabayashi: There are many Ōkami fans within Capcom's community. The game, released nearly 20 years ago, has a dedicated following. You can find Ōkami listed under Capcom's million-selling titles. It took time, but the stars have finally aligned for this sequel.
Kamiya: Initially, we thought Ōkami might not reach a wide audience. However, subsequent releases and social media feedback showed us how much people love the game. The reaction to the announcement at The Game Awards was overwhelming, and seeing fans' excitement online brought me to tears.
Hirabayashi: Ōkami's sales have remained steady over time, which is unique. It's a testament to the game's enduring appeal.
Kamiya: The fans' cheers and the continuous love for the IP have been crucial in moving forward with this project. Without their support, we wouldn't be here.
You've assembled a dream team for this project. Are there plans to involve other former Clover members?
Kamiya: Several original Ōkami team members are involved through Machine Head Works. The current team is even stronger than before, thanks to the modernization of development and the addition of skilled individuals who have also left Platinum.
Kamiya-san, in an interview with Ikumi Nakamura, you mentioned wishing for a stronger team for the first Ōkami. How have you addressed this for the sequel?
Kamiya: Development never goes as planned, but with a stronger team now, I believe we have a higher chance of success. I'm always open to welcoming more talented individuals.
Hirabayashi: There are three routes to enter this project.
Did any of you replay the first Ōkami around the announcement?
Hirabayashi: I didn't have time to replay it, but I reviewed the DVD that came with the artbooks, which included all the cut content.
Kamiya: I didn't know about that DVD.
Sakata: My daughter played the Switch version recently. She's not usually into older games, but Ōkami's guidance made it enjoyable for her.
Hirabayashi: My daughter also played the Switch version and described it as a 'flower blooming game.' It's a game that appeals to both adults and children.
Looking back on the original, what are you most proud of, and what do you want to replicate in the sequel?
Kamiya: My hometown in Nagano Prefecture inspired the original Ōkami. I wanted to convey the beauty of nature and the story's depth, including the presence of evil. It's a game that people of all ages can enjoy, and that's what I want to achieve in the sequel.
How has game development and technology evolved since the first Ōkami, and how will this influence the sequel?
Sakata: The original Ōkami was on the PS2, and achieving the desired soft, hand-drawn style was challenging. With today's technology and the RE Engine, we can now realize what we couldn't back then and push the visual boundaries further.
Okami 2 Game Awards Teaser Screenshots
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Can you share any big themes or ideas for the sequel that you feel weren't fully explored in the first Ōkami?
Kamiya: I have a clear idea of the sequel's theme and story, which has been developing in my mind for years. It's something I'm eager to bring to life.
Hirabayashi: This sequel continues the story from the original game.
Kamiya: We're not creating the exact game fans request but working to meet their expectations while delivering something exceptional.
Is the wolf in the trailer Amaterasu?
Kamiya: I wonder.
Hirabayashi: Yes, it is Amaterasu.
What are your thoughts on Ōkamiden? Will it be acknowledged in the sequel?
Hirabayashi: We're aware of Ōkamiden's fans and their feedback. The sequel is a direct continuation of the original Ōkami's story.
How are you approaching the control system for the sequel, considering both modern and original fans?
Kamiya: We're in the early stages, but we'll consider what works best for modern games while respecting the original's control scheme.
Is the sequel very early in development?
Hirabayashi: Yes, we just started this year.
Why announce the sequel so early at The Game Awards?
Hirabayashi: We were excited and wanted to share that this project is possible.
Kamiya: Announcing it made it real, not just a dream. It's a promise to fans that we will make this game.
Are you worried about fans' impatience while waiting for the game?
Hirabayashi: We understand their excitement, but we'll work diligently to deliver a game that meets their expectations without compromising quality.
Sakata: We will do our best.
Hirabayashi: We won't rush the game at the expense of quality, but we're committed to delivering it promptly.
Kamiya: We'll keep working hard, and we ask fans to be patient.
Was the teaser inspired by the video at the end of Ōkami, showing Amaterasu running and trees springing up?
Sakata: It wasn't a direct inspiration, but it reflects our commitment to the original game's vision.
Hirabayashi: The trailer's background music was inspired by the original game, and fans recognized it.
Kamiya: The song was created by the original composer, Rei Kondoh, embodying the spirit of the first game.
What are you currently inspired by or enjoying?
Kamiya: I'm inspired by Takarazuka stage shows, particularly the Hana group. Their stage settings and transitions, without the use of CG, offer unique solutions that I bring back to game development.
Sakata: I enjoy Gekidan Shiki and smaller stage performances. The live, real-time experience and the actors' adaptability inspire me to create games that allow players to enjoy them in their own way.
Hirabayashi: Movies, especially the latest Gundam film, inspire me. The passion and different perspectives in the storytelling are something I admire as a creator.
What does success for the Ōkami sequel look like to you?
Hirabayashi: Personally, I want fans to enjoy the game and for it to exceed their expectations.
Kamiya: Success for me is creating something I personally enjoy. If fans align with that, it's the best scenario.
Sakata: Success is when players, including new gamers, enjoy the game. From Machine Head Works' perspective, success is achieving the director's vision.
What does success look like for your studios in the next 10 years?
Sakata: In 10 years, I want Machine Head Works to continue creating games. The exact goal isn't set, but the company's longevity is key.
Kamiya: Clovers' future involves gathering more like-minded people. My dream is to collaborate with individuals who share my vision under one roof.
Final messages to the fans:
Hirabayashi: Thank you for your support. We're working hard to realize our dream of creating the Ōkami sequel. Please wait patiently.
Sakata: This project is driven by our love for the series. We're working diligently to meet everyone's expectations.
Kamiya: This project is a personal dream, but it wouldn't be possible without the fans' cheers. Thank you for your support, and please look forward to what we're creating.
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