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 taken the director's chair. The team is a blend of fresh talent and seasoned developers from the original Ōkami, all committed to bringing their vision to life.
While the teaser trailer stirred emotions and showcased the impressive lineup 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 new character?
IGN recently had the opportunity to delve deeper into these questions. Despite the Ōkami sequel being 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 headquarters in Osaka, Japan. In a comprehensive two-hour interview, we explored the intricacies of Ōkami, the sequel, their collaborative efforts, and the ethos of their respective studios.
L-R: Kiyohiko Sakata, Hideki Kamiya, Yoshiaki Hirabayashi. Image credit: IGN. Here's the full Q&A of that interview, which has been 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, after about 16 years with Platinum, I announced my departure. The primary reason was a divergence in the direction I wanted to take versus where Platinum was heading. I can't delve into specifics, but I believe the personality of game creators significantly influences the user experience. My vision for game development at Platinum differed from the path they were taking, prompting me to seek a new environment where I could realize my goals.
After leaving Platinum, I founded Clovers, an idea that crystallized post-departure. Through discussions with colleagues and friends, I envisioned a development environment where I could achieve what I truly wanted.
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 is a continuation of my pride in Clover Studio, where I worked under Capcom's fourth development division. The clover leaf, with its four leaves, symbolizes that division. Additionally, the name Clovers can be interpreted as "C-lover," where 'C' stands for creativity—a value we cherish at Clovers. Our logo reflects this with four 'C's, representing 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 initiated 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've been seeking the right opportunity to develop a new Ōkami game. The timing aligned perfectly when Kamiya left Platinum, 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 was incomplete, and I've been discussing this with friends, particularly with Takeuchi, over casual drinks. My departure from Platinum allowed me to pursue this dream with Takeuchi's support.
Kiyohiko Sakata: As a former Clover Studio member, Ōkami was a significant IP for us. We felt that now was the perfect time to move forward with the sequel.
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 closely collaborates with Capcom to enhance game branding. Our origins trace back to Capcom's fourth division, the same as Kamiya's. We serve as a bridge between Clovers and Capcom, leveraging our experience with Capcom titles and our familiarity with Kamiya's work. Additionally, we have expertise with the RE Engine, which we're using for this project, and we have team members who worked on the original Ōkami.
Hirabayashi: Machine Head Works also assisted with the PS4 port of Ōkami and subsequent versions on Xbox One and Switch, as well as 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?
[There is a long pause.]
Hirabayashi: Yes.
[Everyone laughs.]
Hirabayashi: Yes. However, we can't go into much detail at this stage. But we believe that 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 we believe it will meet the high-quality 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's a strong fanbase for Ōkami within Capcom's community. Despite its initial commercial performance, the game has sold millions of copies over the years, as evidenced by our IR page. We believe there's a significant demand for a sequel.
Kamiya: Initially, we thought Ōkami might not reach a broad audience. However, subsequent releases and fan feedback on social media have shown us the game's enduring popularity. The enthusiastic response at The Game Awards and online reactions have been overwhelming and deeply moving.
Hirabayashi: Ōkami's sales have remained steady over time, which is unique and indicates a dedicated fanbase.
Kamiya: The fans' cheers and the continued 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 original Ōkami team members are involved through Machine Head Works, though we won't name them yet. The current team is even more skilled and empowered than the original, thanks to modern advancements and the addition of talented individuals from Platinum.
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 development is unpredictable, 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 content.
Kamiya: I didn't know that DVD existed.
Sakata: My daughter played the Switch version recently. Despite her unfamiliarity with older game formats, Ōkami's guidance made it enjoyable for her.
Hirabayashi: My daughter also played the Switch version and referred to it as the "flower blooming game," highlighting its beauty and appeal to younger audiences.
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?
[There is a lengthy pause while Kamiya considers how to answer.]
Kamiya: My hometown in Nagano Prefecture inspired the original Ōkami. The game's spirit, which combines the beauty of nature with the narrative's darker elements, is something I want to carry into the sequel. I aim for the sequel to be enjoyed by people of all ages, just as the original was.
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 envisioned back then and more.
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 sequel's theme and story, which I've been developing for years. It's something I'm eager to bring to life.
Hirabayashi: The sequel will continue the story from the original game.
Kamiya: We're not creating a game based solely on fan requests, but we're working to meet the expectations of what fans want 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.
[Everyone laughs.]
Hirabayashi: Yes, it is. It is Amaterasu.
What are your feelings about Ōkamiden? Are we going to acknowledge Ōkamiden in this?
Hirabayashi: We're aware of the fans' affection for Ōkamiden and their feedback on its story. The sequel will continue directly from the original Ōkami.
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 in the early stages of development, but we'll consider modern control schemes while respecting the original game's feel. 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 we're committed to bringing Ōkami back.
Kamiya: Announcing it made it real, not just a dream. It's a promise to fans worldwide that we will make this game.
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're committed to delivering a high-quality game. We won't rush the process but will work diligently to meet expectations.
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 fans' expectations. 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: The teaser wasn't directly inspired by that video, but it reflects our commitment to the original game's vision.
Hirabayashi: The background music in the trailer was inspired by the original game, and fans recognized it.
Kamiya: The song, composed by Rei Kondoh, carries the original spirit into the sequel's 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: I'm inspired by the Takarazuka stage shows, particularly the Hana group. Their unique stage settings and live performances without CG or cuts between scenes inspire my game design.
Sakata: I enjoy smaller stage performances by Gekidan Shiki. The live feeling and the actors' performances inspire me to create games that allow players to choose their experience.
Kamiya: Stage performances offer different experiences each time, much like playing a game.
Hirabayashi: I'm inspired by movies, especially the latest Gundam movie, Gundam GQuuuuuuX. The different perspectives and emotions in the film are something I admire as a creator.
Kamiya: I was recommended this movie today by my team.
Hirabayashi: The passion of the creator is evident in this movie.
Sakata: The challenge of creating such a film is something I admire.
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 I personally enjoy and can be proud of, even if it doesn't align perfectly with fan 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 for the company to thrive.
Kamiya: Clovers' goal is to gather more like-minded people to collaborate with. It's not about working on a specific game but about building a team aligned with my 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 be patient as we bring this project to life.
Sakata: This project is driven by staff who love the series. We're working diligently to meet everyone's expectations.
Kamiya: This project is something I've always wanted to create, and it's thanks to your cheers that we're moving forward. I'm grateful to everyone, Capcom, and Machine Head Works for their support. Please look forward to this project. Thank you.
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.