Twenty years after the original *Ōkami* captivated players, Amaterasu, the sun goddess and origin of all good, makes a stunning and unexpected return. Announced at The Game Awards, a sequel is underway, helmed by Hideki Kamiya, who, having recently left PlatinumGames, formed Clovers, his new studio. Capcom, the IP owner, acts as publisher, supported by Machine Head Works—a studio comprised of Capcom veterans—who have contributed to several recent Capcom titles, including the *Ōkami* HD remake. This collaboration represents a remarkable assembly of talent, blending new developers with veterans of the original, all dedicated to realizing their shared vision.
While initial details were scarce, beyond an emotionally resonant teaser and the impressive team behind it, IGN secured a revealing interview. Despite the project's early stages, director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata shared insights during a two-hour discussion in Osaka, Japan.
Here's the interview, lightly edited for clarity:
IGN: Kamiya-san, you've discussed your departure from PlatinumGames, citing a divergence in development philosophies. You aimed to create games only you could make. What guiding principles shape your game development, and how will they influence Clovers?
Hideki Kamiya: It's complex. Leaving Platinum after 16 years stemmed from a feeling that the company's direction didn't align with my vision. I can't elaborate, but the creator's personality heavily influences the player experience. My approach at Platinum differed from my aspirations, leading me to seek an environment where I could pursue my creative goals. Clovers emerged from this, not as a pre-departure plan, but a post-Platinum realization. Discussions with colleagues solidified my desire to foster a development environment conducive to achieving my vision.
What defines a Hideki Kamiya game? How would someone identify your work without knowing the creator?
Kamiya: I don't believe my games need a signature stamp. My focus is on creating unique, unprecedented player experiences. I strive to deliver enjoyment unlike anything players have encountered before.
What's the connection between Clovers and Clover Studio? Does the clover hold special significance?
Kamiya: I wanted to continue using the "Clovers" name. It's a source of pride from my time at Clover Studio, Capcom's fourth development division. The four-leaf clover symbolizes that division, a legacy I wish to uphold. The name also represents "C-lover," with "C" standing for creativity, a core value at Clovers.
Capcom's heavy involvement suggests a pre-existing close relationship. Was a strong Capcom connection envisioned before Clovers' formation?
Yoshiaki Hirabayashi: From Capcom's perspective, we've always wanted an *Ōkami* sequel. *Ōkami* is a beloved IP, and we've long desired its continuation—a sentiment shared by [Capcom producer Jun] Takeuchi. Kamiya's departure from his previous company prompted discussions about this project.
Tell us the story behind this sequel. Why *Ōkami*? Why now? How did the pitch unfold?
Hirabayashi: As mentioned, Capcom sought the opportunity. This required preparation and key personnel. The opportunity presented itself upon Kamiya's departure.
Kamiya: I always wanted an *Ōkami* sequel. The original's story felt incomplete. While at Platinum, this wasn't feasible. Casual discussions with Takeuchi over drinks often included this topic. My departure from Platinum finally made it possible.
Kiyohiko Sakata: As a former Clover Studio member, *Ōkami* holds immense significance. The timing felt right for a sequel, aligning various factors.
Introduce Machine Head Works. What is its role in this project?
Sakata: Machine Head Works is a new company, building on M-Two's close collaboration with Capcom. Its roots lie in Capcom's Division Four, sharing Kamiya's origins. We act as a bridge between Clovers and Capcom, leveraging experience working with Capcom and Kamiya. Our RE Engine expertise assists Clovers, whose developers lack experience with this engine. Our team also includes veterans of the original *Ōkami*.
Hirabayashi: Sakata-san's team assisted with the PS4 port of *Ōkami*, and they've contributed to more recent RE Engine titles like *Resident Evil 3* and *Resident Evil 4*.
Why RE Engine? What advantages does it offer for the *Ōkami* sequel?
Hirabayashi: We believe RE Engine is crucial to realizing Kamiya-san's artistic vision. Further details are unavailable at this time.
Kamiya: RE Engine's renowned for its expressive capabilities, aligning with the expected quality.
Some might find Capcom's desire for a sequel surprising, considering *Ōkami*'s perceived commercial performance. Why has *Ōkami* remained so special to Capcom?
Hirabayashi: Capcom boasts a large fanbase for *Ōkami*. Despite its age (nearly 20 years), millions of fans exist. The consistent engagement demonstrates its enduring appeal. The timing for a sequel simply needed to align.
Kamiya: Initially, we felt *Ōkami*'s reach might be limited. However, later versions and social media feedback revealed a strong and growing appreciation. The Game Awards announcement's positive reception reinforced this.
Hirabayashi: *Ōkami*'s sales haven't followed the typical decline; it's shown consistent engagement, making it a unique IP.
Kamiya: Fan enthusiasm and our creative drive fueled this project's realization. Their support was essential.
You've assembled a dream team. Are there plans to involve other former Clover members? (Reference to a former Platinum directors' drinking party).
Kamiya: Several original *Ōkami* team members are involved through Machine Head Works. The current team is even stronger than the original, boosted by talented individuals, including some who also left Platinum. We're always open to welcoming more exceptional talent.
You mentioned wishing for a stronger team for the original. It seems you've addressed that.
Kamiya: Yes, (reference to Ikumi Nakamura interview). While development challenges are inevitable, a stronger team increases the likelihood of success.
Did you replay the first *Ōkami* recently?
Hirabayashi: I reviewed materials, including a DVD with cut content.
Kamiya: I didn't know that DVD existed.
Sakata: My daughter played the Switch version. Its intuitive design made it accessible, even for younger, less experienced players.
Hirabayashi: My daughter also enjoyed it, highlighting its appeal to a wider age range.
What are you most proud of in the original *Ōkami*? What aspects do you want to replicate in the sequel?
Kamiya: My love for my hometown's nature heavily influenced the game. The sequel will retain this spirit. *Ōkami* isn't just a feel-good story; it involves loss and hardship. This balance, along with the beauty of nature and the narrative, is something I want to preserve and enhance in the sequel.
(Question about a picture; declined comment).
How have game development and technology changed, influencing your approach to the sequel?
Sakata: The original *Ōkami*'s hand-drawn style was challenging on PS2 hardware, leading to compromises. Today's technology, especially RE Engine, allows us to realize our original vision and exceed it.
Ōkami 2 Game Awards Teaser Screenshots
Opinions on the Nintendo Switch 2?
Hirabayashi: No comment.
Kamiya: I'd love a Virtual Console reboot.
Can you discuss any themes or stories from the original *Ōkami* you want to explore further in the sequel?
Kamiya: I have a detailed concept, developed over several years. It's a continuation of the original story.
Hirabayashi: The sequel is a continuation of the original *Ōkami*'s narrative.
Regarding controls, how will you balance modern expectations with the preferences of original fans?
Kamiya: We'll consider modern control schemes while respecting the original's essence. What worked then might not be optimal now.
Is the sequel very early in development?
Hirabayashi: Yes, we started this year.
Why announce it so early at the Game Awards?
Hirabayashi: To express our excitement and demonstrate our commitment.
Kamiya: It transformed the project from a dream into a reality, a promise to the fans.
Do you worry about fan anticipation?
Hirabayashi: We understand the excitement. We'll prioritize quality, not speed.
Kamiya: We'll work diligently to meet expectations.
(Question about a video showing Amaterasu running; acknowledged similarity to the teaser but denied direct inspiration).
Hirabayashi: The trailer music was inspired by the original game's score, composed by [Rei] Kondoh.
Kamiya: Kondoh also composed the trailer music.
What inspires you currently? (Games, books, movies, music).
Kamiya: Takarazuka stage shows, particularly the Hana group, inspire me with their creative problem-solving on stage.
Sakata: Gekidan Shiki and smaller stage performances, emphasizing the live experience.
Hirabayashi: Movies, particularly the *Gundam GQuuuuuuX* movie, highlighting the power of diverse perspectives and emotional impact.
What constitutes success for the *Ōkami* sequel?
Hirabayashi: Surpassing fan expectations.
Kamiya: Creating a game I'm proud of, that aligns with my personal enjoyment, hopefully shared by the fans.
Sakata: Fan enjoyment, especially broadening the appeal beyond experienced gamers. Achieving the director's vision is our primary goal.
What defines success for your studios in 10 years? (Potential for future Capcom collaboration or independent IP development).
Sakata: Ensuring Machine Head Works continues creating games, regardless of company size or specific projects.
Kamiya: Building a strong team of like-minded individuals at Clovers, fostering collaboration.
(Closing messages to fans from Hirabayashi, Sakata, and Kamiya expressing gratitude and commitment to the project).