Home News Ōkami 2: Capcom, Kamiya, and Machine Head on Sequel in Exclusive Interview

Ōkami 2: Capcom, Kamiya, and Machine Head on Sequel in Exclusive Interview

Author : Gabriel Apr 01,2025

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. 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—the project promises to be a collaboration of seasoned talent and fresh perspectives.

While the teaser trailer stirred emotions and showcased the names 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 that Amaterasu in the trailer, or a lookalike wolf? To shed light on these questions, IGN had the opportunity to interview 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 discussion, we delved into the intricacies of Ōkami, the sequel, their collaborative efforts, and the visions of their respective studios.

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

Here's the full Q&A from 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, I announced my departure from PlatinumGames after about 16 years. The primary reason was a divergence in the direction I wanted to take versus where Platinum was heading. I can't go 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, a decision made post-departure. Through discussions with colleagues and friends, I realized my desire to create a game development environment aligned with my vision.

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, and it's a legacy I wish to carry forward. Additionally, the name Clovers can be interpreted as "C-lover," where 'C' stands for creativity—a value we cherish at Clovers, reflected in our logo with four 'C's.

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'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 key was having the right people in place. The timing aligned perfectly when Kamiya left PlatinumGames.

Kamiya: I've always wanted to create an Ōkami sequel. The original story was incomplete, and I've discussed this with friends like [Capcom producer Jun] Takeuchi over casual drinks. Leaving 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. This project's timing felt right, 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 recently established company, originating from Capcom's fourth division, similar to Kamiya's roots. We work closely with Capcom to enhance game branding and user recognition. Our role in the Ōkami sequel is to bridge Clovers and Capcom, leveraging our experience with Capcom and Kamiya, as well as our familiarity with the RE Engine, which we're using for this project. We also have team members who worked on the original Ōkami, contributing to the sequel's development.

Hirabayashi: Machine Head Works assisted with the PS4 port of Ōkami and subsequent versions on Xbox One and Switch. They've also worked on 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: Yes, though we can't delve into specifics at this stage. The RE Engine is crucial for realizing Kamiya's artistic vision for this project.

Kamiya: The RE Engine is renowned for its expressive capabilities, and fans expect that level of quality from our 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: Ōkami has a dedicated fanbase within Capcom's community. Despite its initial commercial performance, it has sold millions of copies over time, as reflected in our IR page. We believe there's a strong 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 the years, which is unusual and speaks to its unique appeal.

Kamiya: The fans' continued support and enthusiasm were crucial in pushing this project forward. Without their cheers, we wouldn't have been able to proceed.

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 here. 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 there are no guarantees, having a more robust team now increases our chances 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, which included all the cut content.

Kamiya: I wasn't aware of that DVD.

Sakata: My daughter played the Switch version recently. Despite her limited gaming experience, she found Ōkami's guidance helpful and enjoyed it.

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?

Kamiya: My hometown in Nagano Prefecture inspired the original Ōkami, and that love for nature drove me to create the sequel. The game's story, with its balance of beauty and evil, is something I want to explore further in the sequel, ensuring it 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 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 back then, enhancing the visual experience.

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. 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 clear vision for 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 committed to delivering an enjoyable experience that meets their expectations.

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 recognize the fans' affection for Ōkamiden, but the sequel will focus on continuing 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 in the early stages of development, but we'll consider modern gaming trends while respecting the original Ōkami's controls. We aim to enhance 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 commitment to making this game a reality.

Kamiya: Announcing it was a relief, turning our dream into a 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' impatience, but we're dedicated to delivering a high-quality game without rushing the process.

Sakata: We'll do our best to meet expectations.

Hirabayashi: We won't sacrifice quality for speed, but we're committed to timely development.

Kamiya: We'll work diligently to create a game that meets fans' expectations.

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, resonating with fans.

Kamiya: The song, composed by Rei Kondoh, carries the spirit of the original into the sequel.

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 influence my game design, emphasizing the importance of real-time, unedited experiences.

Sakata: I enjoy smaller stage performances by Gekidan Shiki, appreciating the live, unscripted feel. This influences our approach to creating games that allow players to experience and enjoy them in their own way.

Kamiya: Stage performances offer different experiences each time, much like playing a game.

Hirabayashi: I'm inspired by movies, especially the latest Gundam film, Gundam GQuuuuuuX. The emotional depth and varied perspectives in the film resonate with me as a creator.

Kamiya: I was recommended this movie today by my team.

Hirabayashi: The passion in the film is something I admire.

Sakata: The challenge of creating such a film is something I respect.

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'm proud of and that aligns with my vision, even if it doesn't always match 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 ensure the company's longevity.

Kamiya: Clovers' goal is to gather more like-minded individuals to collaborate on projects. It's not about specific games 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: 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 our love for the series. We're working diligently to meet everyone's expectations. Thank you for your continued support.

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're committed to creating 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.

Latest Articles
  • GTA 6: Release Date and Time Revealed

    ​GTA 6 Release Date and TimeGet ready, gamers! Grand Theft Auto 6 (GTA 6) is set to hit the shelves in the Fall of 2025, and it's coming exclusively to the PS5 and Xbox Series X|S. This exciting news comes straight from Take-Two's fiscal year 2024 financial report.Unfortunately, if you're still cling

    by Dylan Apr 03,2025

  • How To Unlock New Weapons In Dynasty Warriors: Origins

    ​If you're a fan of the *Dynasty Warriors* series, you're probably used to taking on the roles of various characters, each wielding their signature weapons. However, *Dynasty Warriors: Origins* shifts the gameplay by focusing on a single character who can switch between a variety of weapons as they p

    by Noah Apr 03,2025

Latest Games
Soccer Heroes RPG

Sports  /  3.6  /  72.4 MB

Download
Never Have I Ever

Card  /  9.5.0  /  18.49M

Download