Twenty years after the release of the original Ōkami, the revered deity Amaterasu, the embodiment of all that is good and the nurturing mother to us all, is poised for a triumphant return. Announced at The Game Awards last year, a sequel to Ōkami is in the works, spearheaded by Hideki Kamiya, who has recently parted ways with Platinum Games to establish his new studio, Clovers. Kamiya, with the blessing of IP owner Capcom, who will serve as the publisher, and the support of Machine Head Works—a studio filled with Capcom veterans that has contributed to several recent Capcom titles, including the Ōkami HD remake—has assembled an all-star team to bring this vision to life.
While the teaser trailer stirred emotions and showcased the talent behind the project, details about the sequel remain scarce. Is it a direct continuation, or something different? Who initiated this project, and how did it come to fruition after such a long hiatus? Was the wolf in the trailer truly Amaterasu, or a lookalike?
IGN recently had the opportunity to delve into these questions and more. In a visit to Osaka, Japan, we sat down with director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata for a two-hour interview. Here's the full Q&A, lightly edited for clarity:
IGN: Kamiya-san, you've talked before about why you left PlatinumGames. You said you were feeling it was going in a different direction from your beliefs as a developer. And you said you wanted to make games that only Hideki Kamiya could make. What beliefs about developing games are important to you and how do you expect them to shape Clovers'?
Hideki Kamiya: It's a complex question. In September 2023, I announced my departure from PlatinumGames after about 16 years. The main reason was a divergence in direction from what I envisioned. I can't go into specifics, but the personality of game creators is crucial and directly impacts the user experience. My vision for game development at Platinum differed from the path they were taking, so I sought a new environment where I could realize my goals.
After leaving Platinum, I founded Clovers, which wasn't a premeditated decision but one that emerged from discussions with colleagues and friends. I wanted to create a development environment where I could achieve what I truly desired.
What defines a Hideki Kamiya game? If I didn't know you had developed something, how would I look at that game and say, "Ah yes, Hideki Kamiya made this?"
Kamiya: Defining a Hideki Kamiya game isn't about branding it as such. My focus is on crafting unique experiences that players haven't encountered before. I strive to create games that offer a distinctive way of enjoyment, which is a core aspect of my development process.
What is the connection between Clovers and Clover Studio, if any? Does the clover, the plant, have a special meaning to you?
Kamiya: The name Clovers continues the legacy of Clover Studio, where I was proud to work. Clover was the fourth development division under Capcom, symbolized by the four-leaf clover. The name also plays on "C-lover," where the 'C' stands for creativity, which is central to our studio's ethos. Our logo features four 'C's, reflecting the four leaves of a clover.
Obviously Capcom is very heavily involved in this. But it sounds like you were thinking about a close relationship with Capcom, maybe even before Ōkami came into the picture when you were first starting Clovers. Is the idea behind the studio Clovers that you will keep that very close relationship with Capcom?
Yoshiaki Hirabayashi: From Capcom's perspective, we've always wanted to create an Ōkami sequel because of our deep affection for the IP. When we learned of Kamiya's departure from his previous company, we began discussions about this project.
Tell me the story of how this came about. Why Ōkami? Why now? How did this pitch happen? Who convinced who?
Hirabayashi: We were always looking for the right opportunity to create a new Ōkami. The timing aligned when Kamiya left PlatinumGames, and we had the key people in place to make it happen.
Kamiya: I've always wanted to create an Ōkami sequel. The original story wasn't complete, and I've discussed this with friends like Takeuchi over the years. Leaving Platinum allowed me to pursue this dream with Takeuchi's support.
Kiyohiko Sakata: As someone from Clover Studio, Ōkami was a significant IP for us. This project felt like the perfect timing to move forward, not just from a business perspective but because all the elements were in place.
I think that maybe a lot of our readers aren't as familiar with Machine Head Works. So would you be willing to introduce it a little bit and tell people about what it is, and what you do, and how you're involved?
Sakata: Machine Head Works is a recently established company, originating from Capcom Division Four, the same roots as Kamiya. We work closely with Capcom on branding and have experience with several Capcom titles. For the Ōkami sequel, we act as a bridge between Clovers and Capcom, leveraging our experience with the RE Engine and our involvement in the original Ōkami.
Hirabayashi: Machine Head Works also assisted with the PS4 port of Ōkami and more recent RE Engine games like Resident Evil 3 and 4.
Why RE Engine? Are there things that you can do with that that will be specifically helpful to the kinds of things you want to do with the Ōkami sequel?
Hirabayashi: Yes, though we can't go into detail at this stage. The RE Engine is essential to realizing Kamiya's artistic vision for this project.
Kamiya: The RE Engine is renowned for its expressive capabilities, and we believe it will meet the high expectations for this game.
I want to go back to something you said earlier. You said that Capcom has wanted to do an Ōkami sequel for a very long time. I think some people might actually find that surprising because it seems that people generally understand that at the time that Ōkami came out it was seen as maybe not doing as well commercially as you might've wanted it to. And so, I'm curious why Ōkami has always been so special and has been something that Capcom has been thinking about for this long?
Hirabayashi: There are many Ōkami fans within Capcom's community. Despite its initial commercial performance, the game has sold millions of copies over time, as evidenced by our IR page. We believe there's a strong demand for a sequel.
Kamiya: Initially, we thought Ōkami might not reach a wide audience, but over the years, the positive feedback and continued interest from fans have been overwhelming. The reaction at The Game Awards and on social media has been incredibly heartening.
Hirabayashi: Unlike most games, Ōkami's sales have remained steady, indicating its unique appeal and enduring popularity.
Kamiya: The fans' enthusiasm and the ongoing love for the IP have been crucial in pushing this project forward. Without their support, we wouldn't be here.
You've really assembled what seems to be quite the dream team here of people who just have the perfect set of skills and familiarity to work on this game, specifically. Are there plans to get any of the other former Clover people involved? I read recently, Kamiya-san, there was a former Platinum directors' drinking party of some sort? I don't know, were you planning on getting people like [Shinji] Mikami, or [Abebe] Tinari, or [Takahisa] Taura, or any of those people involved in this?
Kamiya: Several people from the original Ōkami team are involved through Machine Head Works, though we won't mention names yet. The current team is even more skilled and powered up than before, thanks to modern technology and the talent we've gathered.
Kamiya-san, you said something about that in that interview you did with Ikumi Nakamura about wishing you had had a stronger team the first time around. It sounds like you've addressed that.
Kamiya: Yes, I mentioned in that interview that there were aspects we could have improved with a stronger team. While there are no guarantees, having a more robust team now increases our chances of success.
Hirabayashi: There are three different routes you can choose to enter this project this time. Feel free to pick one of the three routes.
Did any of you replay the first Ōkami sometime recently around the announcement?
Hirabayashi: I haven't had time to play recently, but I reviewed the DVD that came with the artbooks, which included all the cut scenes.
Kamiya: I didn't know that DVD existed.
Sakata: My daughter played the Switch version recently. She was in elementary school and usually struggled with older game formats, but Ōkami's guidance made it enjoyable for her.
Hirabayashi: My daughter also played the Switch version and loved it, seeing it as a beautiful and inspiring game, which highlighted its appeal to both children and adults.
Well, you two have sort of already answered my next question, but if you want to add anything, please do. I was going to ask you all, looking back on the original, what are you most proud of? What do you think stands out as something that the first Ōkami did really well that you want to do really well again in a sequel?
Kamiya: My hometown in Nagano Prefecture inspired the original Ōkami. The game's spirit, which combines the beauty of nature with the story's darker elements, is something I want to carry into the sequel. I aim for the game to be enjoyed by people of all ages.
I have a bit of a silly question. Can I show you a picture? Do any of you know the story behind this?
[They all declined to comment]
Since you made the first Ōkami, what do you feel has changed about game development and technology that is going to influence how you approach the sequel?
Sakata: The original Ōkami aimed for a soft, hand-drawn style, which was challenging with the PS2's hardware. Today's technology, especially the RE Engine, allows us to achieve what we couldn't before and even surpass our original vision.
Okami 2 Game Awards Teaser Screenshots
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Well, speaking of new technologies, do any of you have any opinions on the Nintendo Switch 2?
Hirabayashi: We can't comment on the Nintendo Switch 2 from Capcom's side. Any information would come from Nintendo.
Kamiya: Personally, I'd love to see the Virtual Console rebooted.
I know you're not really saying much about the actual content of the sequel at this time, but I figure I'll try. Can you say anything about any big themes or ideas or stories that you feel you didn't get to tell enough in the first Ōkami that you want to explore in this sequel?
Kamiya: I have a general idea of the big theme and story, which has been developing in my mind for years. I'm eager to bring this vision to life.
Hirabayashi: The sequel is a continuation of the original game's story.
Kamiya: We're not creating an exact copy of what fans want, but we're working to deliver the fun they expect from an Ōkami sequel.
You said that this is a follow-up to the story told in Ōkami. That is Amaterasu in the trailer we saw at the Game Awards, right? Can you confirm that?
Kamiya: I wonder.
Hirabayashi: Yes, it is Amaterasu.
What are your feelings about Ōkamiden? Are we going to acknowledge Ōkamiden in this?
Hirabayashi: We acknowledge the fans of Ōkamiden and their feedback. The sequel is a continuation of the original Ōkami's story.
It can be difficult going back to an older game where the controls to a modern audience may feel out of date, but then again you have fans from the original who might prefer that kind of control method. What is the general outlook on what the control system for this game might look like and what kind of play feel you want to deliver?
Kamiya: We're still early in development, but we'll consider modern standards while respecting the original game's controls. We aim to improve upon the base game's ideas.
Am I correct in assuming that this sequel is very, very early in development?
Hirabayashi: Yes, we just started this year.
What led you to announce it so very early at the Game Awards last year?
Hirabayashi: We were excited and wanted to share that we could make this game. It was a promise to fans that it's happening.
Kamiya: Announcing it was a relief because it turned our dream into a reality.
Do you worry that when this inevitably takes some time to make, you're going to have fans banging down your door, wondering where this game is?
Hirabayashi: We understand fans' impatience, but we'll work hard to deliver a game that meets their expectations without compromising quality.
Sakata: We will do our best.
Hirabayashi: We won't sacrifice quality for speed, but we won't delay unnecessarily either.
Kamiya: We'll work diligently, so please be patient.
There's a video you can view when you finish Ōkami that is, I think, a prototype of the game that you all worked on, that's Amaterasu running, and trees springing up behind her. Was that at all the inspiration for the Ōkami sequel teaser? Was there any connection?
Sakata: It wasn't a direct inspiration, but it reflects our commitment to the original game's vision.
Hirabayashi: The background music in the trailer was inspired by the original game, which fans recognized.
Kamiya: The song, composed by Rei Kondoh, carries the original spirit into the new trailer.
I would love to hear an answer from each of you, but I want to know what is inspiring you right now or what you're really enjoying. What other video games are you playing, what books are you reading, movies, music, what things do you just generally enjoy right now?
Kamiya: The Takarazuka stage shows, particularly the Hana group, inspire me. Their unique stage settings and performances without CG or scene cuts influence my game design.
Sakata: I enjoy smaller stage performances by Gekidan Shiki, appreciating the live, realistic feel. This influences our approach to creating games that allow players to choose their experience.
Hirabayashi: I'm inspired by movies, especially the latest Gundam movie, Gundam GQuuuuuuX, which showcases different perspectives and emotions.
Kamiya: My subordinates recommended that movie to me today.
Hirabayashi: The passion of the creator in that movie is something I admire.
Sakata: I haven't seen it yet, but the challenge of creating such a work is inspiring.
What does success for the Ōkami sequel look like to you all?
Hirabayashi: Personally, I want fans to enjoy the game and for it to exceed their expectations.
Kamiya: Success for me is creating a game that I personally enjoy and can be proud of, even if it doesn't align perfectly with fans' expectations.
Sakata: Success is when players, both seasoned and new, enjoy the game. From Machine Head Works' perspective, success is achieving the director's vision.
I asked about the success of Ōkami, but now I want to ask about the success of your respective studios. Kamiya-san and Sakata-san are building these newer studios that have branched off of Capcom, and so 10 years from now, what would you need to feel that you were doing well, that you had accomplished your mission? Do you imagine you might someday end up back under Capcom? Do you continue this partnership or keep working on more games with them? Or do you eventually develop your own IP? What does that look like?
Sakata: In 10 years, I want Machine Head Works to continue creating games. As creators, we'll keep working, but the goal is to sustain the company's game development.
Kamiya: Clovers' future involves gathering more like-minded people to collaborate on projects. It's not about specific games but about aligning with people who share my vision.
All three requested the opportunity to close by delivering one final message directly to the fans:
Hirabayashi: Thank you for your support. We're working hard to realize our dream of creating the Ōkami sequel. Please be patient as we bring this to life.
Sakata: This project is driven by staff who love the series. We're working diligently to meet everyone's expectations. Thank you for your patience.
Kamiya: This project is deeply personal to me, and it wouldn't be possible without your cheers. Thank you to everyone, Capcom, and Machine Head Works for your support. We'll continue to treasure this collaboration and create a game that everyone can enjoy. Please look forward to it.
Hirabayashi: Your comment is a bit too perfect. Is that really you speaking now?
Kamiya: [laughing] No, no, no, really, I'm just so grateful for everyone.