Twenty years after the enchanting release of the original Ōkami, the revered deity Amaterasu, the source of all that is good and the mother to all, is poised to make a triumphant and eagerly awaited return. Unveiled at last year's Game Awards, a sequel to Ōkami is now in the works, helmed by the visionary director Hideki Kamiya. Fresh from his departure from Platinum Games, Kamiya has launched his own studio, Clovers, and taken the directorial reins with the full endorsement of IP owner Capcom, who will serve as the publisher. Additionally, the project is bolstered by Machine Head Works, a studio composed of Capcom veterans instrumental in recent Capcom titles, including the Ōkami HD remake. The team boasts a blend of seasoned developers and newcomers, all united in their dedication to expanding the original Ōkami vision.
Despite the excitement surrounding this announcement, concrete details about the sequel have been scarce, leaving fans with many questions. Is the sequel a direct continuation, or something entirely different? Whose brainchild was it, and how did the project come to fruition after such a long hiatus? Was the iconic Amaterasu truly glimpsed in the teaser trailer, or was it merely a similar-looking wolf?
IGN recently had the opportunity to delve deeper into these questions by visiting director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata at their headquarters in Osaka, Japan. In a comprehensive two-hour interview, the trio shed light on the Ōkami sequel, their collaborative efforts, and the ethos behind their respective studios.
Here's the full Q&A from that enlightening interview, which has been 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 challenging question. In September 2023, I announced my departure from PlatinumGames after about 16 years. The primary reason was a divergence in direction between my vision and the company's trajectory. I can't go into specifics, but the personality of game creators significantly impacts the user experience. At Platinum, my development goals no longer aligned with the company's path. I wanted to establish an environment where I could realize my vision, which led me to found Clovers after leaving Platinum. It wasn't a premeditated decision, but one that evolved through discussions with my peers.
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: A Hideki Kamiya game doesn't need to explicitly convey my name. My focus is on crafting unique experiences for players, offering them novel ways to enjoy gaming. That's what I strive for in development.
What is the connection between Clovers and Clover Studio, if any? Does the clover, the plant, have a special meaning to you?
Kamiya: Clovers continues the legacy of Clover Studio, where I was proud to work. Clover was Capcom's fourth development division, symbolized by the four-leaf clover. The name Clovers also plays on the word "C-lover," emphasizing our studio's love for creativity, represented by the four C's in our logo.
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 cherished the Ōkami IP and desired to create a sequel. When Kamiya left PlatinumGames, it sparked the opportunity for 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've been waiting for the right moment to revive Ōkami, and the necessary elements fell into place with Kamiya's departure from Platinum.
Kamiya: I've always wanted to complete the Ōkami story, which was left unfinished. Casual conversations with friends like Jun Takeuchi kept the idea alive, and now, with my new role at Clovers, it's becoming a reality.
Kiyohiko Sakata: For us at Clover Studio, Ōkami was a cherished project. This project's timing was perfect, aligning all the necessary elements.
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 relatively new studio, branching from M-Two, closely affiliated with Capcom. Our roots are in Capcom's fourth division, the same as Kamiya's. We're acting as a bridge between Clovers and Capcom, leveraging our experience with Capcom titles and the RE Engine, which is new to Clovers. We also have team members who worked on the original Ōkami.
Hirabayashi: Machine Head Works also assisted with the PS4 port of Ōkami and more recent titles like Resident Evil 3 and 4, using the RE Engine.
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: [There is a long pause.] Yes. [Everyone laughs.] Without the RE Engine, we wouldn't be able to realize Kamiya-san's artistic vision for this project.
Kamiya: The RE Engine is renowned for its expressive capabilities, and fans expect that level of quality from us.
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: Ōkami has a dedicated fanbase within Capcom's community. Despite not meeting initial sales expectations, it has sustained a steady following over the years, making it a unique IP.
Kamiya: Initially, we thought Ōkami might not reach a broad audience. However, over time, especially with subsequent releases and fan feedback, we've seen its enduring appeal. The announcement at The Game Awards was met with overwhelming enthusiasm, which was both surprising and heartening.
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 original Ōkami team members are involved through Machine Head Works. The current team is even stronger than before, thanks to modern advancements and the addition of skilled individuals.
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 believe our current team has a higher chance of success. We're always open to welcoming more talented individuals.
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.
Kamiya: I didn't know about that DVD.
Sakata: My daughter played the Switch version recently and enjoyed it, despite its older format.
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 inspiration for Ōkami came from my hometown in Nagano Prefecture. The game's story, balancing beauty and darkness, is something I want to continue exploring in the sequel. It's important to me that people of all ages can enjoy it.
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 was on PS2, where achieving a hand-drawn style was challenging. With today's technology and the RE Engine, we can realize the artistic vision we had to compromise on before.
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 that from Capcom's side.
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 clear vision for the sequel's theme and story, which I've been developing for years.
Hirabayashi: The sequel continues the story from the original game.
Kamiya: We're working to meet fans' expectations while delivering a unique experience.
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. [Everyone laughs.]
Hirabayashi: Yes, it is Amaterasu.
What are your feelings about Ōkamiden? Are we going to acknowledge Ōkamiden in this?
Hirabayashi: We're aware of the fans' love for Ōkamiden, but the sequel is a direct continuation of the original Ōkami 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 in the early stages of development, but we'll consider modern control schemes while respecting the original game's feel.
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 our commitment to making this game a reality.
Kamiya: Announcing it made it more than just a dream; it's now a promise to our fans.
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' eagerness, but we're committed to delivering a high-quality game without rushing.
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 hard to meet expectations, 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 spirit.
Hirabayashi: The background music in the teaser was inspired by the original game, and fans recognized it.
Kamiya: The song, created by the original composer Rei Kondoh, embodies the spirit of Ōkami.
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: I draw inspiration from Takarazuka stage shows, particularly the Hana group. Their unique way of staging performances without CG influences my approach to game design.
Sakata: I enjoy smaller theater groups like Gekidan Shiki, appreciating the live, real-time experience. This influences my desire to create games that offer players a personal, flexible experience.
Hirabayashi: I'm inspired by movies, particularly the latest Gundam film, Gundam GQuuuuuuX, which showcases different perspectives and emotions.
What does success for the Ōkami sequel look like to you all?
Hirabayashi: Personally, I want fans to enjoy the game and exceed their expectations.
Kamiya: Success for me is creating a game I'm proud of, aligning with my vision and the fans' enjoyment.
Sakata: Success is when people, including new gamers, enjoy the game. For Machine Head Works, 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 company's longevity is my goal.
Kamiya: For Clovers, our focus is on gathering like-minded individuals to collaborate and grow the studio.
All three requested the opportunity to close by delivering one final message directly to the fans:
Hirabayashi: We're working hard to realize our dream of creating the Ōkami sequel. Please be patient as we bring it to life.
Sakata: This project is driven by our love for the Ōkami series. We're dedicated to meeting everyone's expectations.
Kamiya: This project is deeply personal to me, and it wouldn't be possible without your support. Thank you to everyone, Capcom, and Machine Head Works. We'll continue to treasure this collaboration, and I hope you look forward to the sequel.