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"Ōkami 2: Exclusive Interview with Capcom, Kamiya, and Machine Head"

Author : Madison Update:Apr 01,2025

Two decades after the debut of the iconic Ōkami, the revered deity Amaterasu, the embodiment of all that is good and the nurturing mother to humanity, is set to make a grand and unexpected return. Announced at last year's Game Awards, a sequel to Ōkami is currently in development, helmed by Hideki Kamiya, who has recently established his new studio, Clovers, after departing from Platinum Games. Kamiya directs this project with the support of Capcom, the IP's owner and publisher, and in collaboration with Machine Head Works, a studio comprised of Capcom veterans that contributed to the Ōkami HD remake and other recent Capcom titles. This collaboration promises an impressive blend of new talent and seasoned developers dedicated to expanding the original Ōkami vision.

While the emotional teaser and the announcement of the involved teams have generated significant excitement, specifics about the sequel remain scarce. Questions linger about whether it will be a direct continuation of the original story or a new direction, the origin of the project, and whether the wolf seen in the trailer is indeed Amaterasu. To shed light on these mysteries, IGN had the opportunity to visit and interview Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata at their base in Osaka, Japan. During this extensive two-hour discussion, we explored the details of Ōkami, its sequel, the collaborative efforts, and the ethos of their respective studios.

L-R: Kiyohiko Sakata, Hideki Kamiya, Yoshiaki Hirabayashi. Image credit: IGN.

Here is the full Q&A from that interview, 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' direction?

Hideki Kamiya: Leaving PlatinumGames in September 2023 after 16 years was a difficult decision. The core reason was a divergence in the direction I wanted to take compared to where Platinum was heading. While I can't delve into specifics, I believe the personality of the game creators significantly influences the user experience. My goal at Platinum was to create games that reflected my vision, but I felt that was becoming increasingly challenging. After leaving, I founded Clovers, which was not planned before my departure but emerged from conversations with like-minded individuals. Clovers is designed to be an environment where I can pursue my vision for game development.

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' isn't something I explicitly aim to convey through my work. My focus is on crafting a unique experience for players, something they haven't felt before. I strive to create games that offer a distinctive way of enjoying gameplay, which is what I emphasize during development.

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 carries forward the legacy of Clover Studio, where I was proud to work as part of Capcom's fourth development division. The four-leaf clover symbolized that division and continues to inspire me. Additionally, the name 'Clovers' can be seen as 'C-lover,' where 'C' stands for creativity, a value cherished at Clovers. Our logo incorporates four 'C's, reflecting our dedication to creativity.

The Clovers studio 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 always wanted to create a sequel to Ōkami because of our deep affection for the IP. The opportunity arose when Kamiya left his previous company, sparking discussions about this project. Capcom's commitment to Ōkami has been unwavering, and we needed the right people in place to make this happen.

Tell me the story of how this came about. Why Ōkami? Why now? How did this pitch happen? Who convinced who?

Hirabayashi: Capcom was always searching for the right opportunity to develop a new Ōkami. The timing aligned perfectly when Kamiya left PlatinumGames, allowing us to start the project.

Kamiya: I've wanted to create an Ōkami sequel since the original game's release 19 years ago, feeling the story was incomplete. While at Platinum, I couldn't pursue this, but I often discussed it with friends like Takeuchi. Leaving Platinum gave me the chance to realize this dream.

Kiyohiko Sakata: As someone from Clover Studio, Ōkami has always been important to us. We believed this was the perfect time to move forward, given the alignment of various factors.

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, rooted in M-Two, which has worked closely with Capcom on branding. We originated from Capcom's Division Four, sharing the same roots as Kamiya. Our role now is to bridge Clovers and Capcom, leveraging our experience with both entities and our familiarity with the RE Engine, which we're using for this project. We also have team members who worked on the original Ōkami and will contribute to the sequel.

Hirabayashi: Machine Head Works assisted us with the PS4 port of Ōkami and subsequent versions on Xbox One and Switch. They also supported recent RE Engine titles 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: [There is a long pause.] Yes. [Everyone laughs.] We believe that without RE Engine, we wouldn't be able to realize Kamiya-san's artistic vision for this project.

Kamiya: RE Engine is renowned for its expressive capabilities, and we aim to meet the high-quality expectations associated with it.

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 its initial commercial performance, it has sold millions of copies, as reflected in our IR reports. We believe in creating a sequel for these fans, who have patiently awaited a continuation.

Kamiya: Initially, we were concerned about Ōkami's reach. However, subsequent releases and fan feedback over the years have shown us the game's enduring popularity. The enthusiastic response at the Game Awards and on social media has been overwhelming and deeply touching.

Hirabayashi: Ōkami's sales have remained steady over time, unlike most games that see a decline. This unique trajectory underscores its special place in gaming.

Kamiya: The continuous support from fans, evident in their reactions to the sequel announcement and ongoing engagement with the IP, has been a driving force behind this project.

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. While we won't mention names now, the current team is even stronger than before, thanks to modern development practices and the addition of skilled individuals who have also left Platinum. We're open to welcoming more talented people to our team.

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, in the interview with Ikumi Nakamura, I mentioned areas where we could have improved with the original team. While there are no guarantees, the current team's strength 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 played it recently, but I've reviewed the DVD with the cut content included with the artbooks.

Kamiya: I was unaware of that DVD.

Sakata: My daughter played the Switch version recently. Despite its older format, she found it easy to follow, which highlights Ōkami's excellent guidance system.

Hirabayashi: My daughter enjoyed the Switch version, calling it the 'flower blooming game.' It's a testament to Ōkami's 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: [There is a lengthy pause while Kamiya considers how to answer.] My hometown in Nagano Prefecture inspired the original Ōkami, reflecting my love for nature. The game's story, with its balance of beauty and evil, is something I want to explore further in the sequel. I aim to create an experience that resonates with players 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's soft, hand-drawn style was challenging to achieve with the PS2 hardware. Today's technology, including the RE Engine, allows us to realize the visual ambitions we had back then and potentially surpass them.

Okami 2 Game Awards Teaser Screenshots

9 Images

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. That's something Nintendo would address.

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 themes and story, which has been developing in my mind for years. I'm eager to bring this to life for the fans.

Hirabayashi: The sequel will continue the story from the original game.

Kamiya: We're not creating a game based solely on fan requests but one that meets their expectations for fun and enjoyment. I'm committed to making the best game possible.

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 acknowledge the fans of Ōkamiden and their feedback on the story. The sequel is a direct continuation of the original Ōkami's narrative.

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 early in development, but we'll consider modern standards while respecting the original Ōkami's controls. We aim to improve and deepen the gameplay experience.

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 plans. It was a way to promise fans that we are making this game.

Kamiya: Announcing it was a relief because it turned our dream into a tangible promise to fans worldwide.

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. Trust us to work diligently.

Sakata: We will do our best.

Hirabayashi: We won't sacrifice quality for speed, but we're also not dragging our feet. We're putting in the effort needed.

Kamiya: We'll work hard and ask fans to wait patiently for the result.

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 the similarities reflect our commitment to the original game's vision.

Hirabayashi: The background music in the trailer was inspired by the original, resonating with fans.

Kamiya: The song, composed by Rei Kondoh, who also worked on the original, carries forward 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: The Takarazuka stage shows, particularly the Hana group, inspire me. Their unique approach to stage settings without CG or cuts between scenes influences my game design.

Sakata: I enjoy smaller stage performances like Gekidan Shiki, valuing the live feeling and imperfections that add to the experience. This influences our aim to create games that players can experience in their own way.

Hirabayashi: Movies, particularly the recent Gundam GQuuuuuuX, inspire me with their emotional depth and varied perspectives.

What does success for the Ōkami sequel look like to you all?

Hirabayashi: Personally, I want fans to enjoy the game beyond their expectations.

Kamiya: Success for me is creating a game I'm proud of, one that aligns with my vision and hopefully resonates with fans.

Sakata: Success is when players, both seasoned and new, enjoy the game. For Machine Head Works, it's about 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 still be creating games. Our goal isn't tied to specific numbers but to the continuation of game development.

Kamiya: For Clovers, the goal is to gather more like-minded individuals and foster a collaborative environment. We're not focused on specific games but on building a team that shares our vision.

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 wait patiently.

Sakata: This project is driven by staff who deeply love the series. We're working to meet your expectations.

Kamiya: This project is a personal dream, but it wouldn't be possible without the fans' support. Thank you, and please look forward to this project.

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