Two decades after the original Ōkami graced our screens, the revered deity Amaterasu, symbol of all that is benevolent and nurturing, is set to return in a spectacular sequel. Announced at The Game Awards last year, this eagerly awaited follow-up is being crafted under the direction of Hideki Kamiya, who has recently embarked on a new journey with his studio, Clovers. With the backing of Capcom, the IP's owner and publisher, and the support of Machine Head Works—a studio filled with Capcom alumni that assisted in the Ōkami HD remake—this project is poised to be a masterpiece, blending the expertise of seasoned developers with the fresh perspectives of new talent.
While the teaser has stirred emotions and showcased the impressive lineup, details about the sequel remain scarce. Is it a direct continuation, or will it tread new paths? Who was behind the initial concept, and how did the project come to life after so many years? Was that truly Amaterasu in the trailer, or merely a lookalike?
IGN recently had the privilege of visiting Clovers' headquarters in Osaka, Japan, where we sat down with director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata. In a comprehensive two-hour interview, we delved into the essence of Ōkami, the vision for the sequel, and the dynamics of their collaborative efforts.
L-R: Kiyohiko Sakata, Hideki Kamiya, Yoshiaki Hirabayashi. Image credit: IGN. Below is the full Q&A from our interview, lightly edited for clarity:
IGN: Kamiya-san, you've discussed your departure from PlatinumGames due to differing visions. What are the core beliefs you hold about game development that you want to bring to Clovers?
Hideki Kamiya: My decision to leave PlatinumGames in September 2023 stemmed from a divergence in direction. While I can't delve into specifics, the essence of game creation lies in the personality of its creators, which profoundly influences the player's experience. I sought an environment where I could execute my vision, leading to the formation of Clovers post-departure. It's about crafting a unique development atmosphere that aligns with my goals.
What defines a Hideki Kamiya game? How would someone recognize your touch in a game?
Kamiya: I don't aim for my games to scream 'Kamiya made this.' Instead, I focus on delivering a unique experience, something players haven't encountered before. My effort is to create a game that offers a fresh way of enjoyment, distinct from others.
What's the connection between Clovers and Clover Studio, and does the clover symbol hold any special meaning for you?
Kamiya: Clovers continues the legacy of Clover, where I was proud to work. The name originates from Capcom's fourth division, symbolized by the four-leaf clover. The 'C' in Clovers stands for creativity, which is at the heart of our studio's ethos, represented by the four 'C's in our logo.
Given Capcom's significant involvement, was fostering a close relationship with them part of your vision for Clovers even before the Ōkami sequel?
Yoshiaki Hirabayashi: From Capcom's perspective, we always envisioned a sequel to Ōkami. The IP holds a special place in our hearts, and with Kamiya-san's departure from PlatinumGames, the opportunity arose to bring this vision to life.
How did the idea for the Ōkami sequel come about, and why now?
Hirabayashi: We've long sought the right moment to continue Ōkami's story. The alignment of key personnel and the perfect timing made it possible.
Kamiya: I've always wanted to complete Ōkami's story. Casual discussions with friends like Takeuchi kept the dream alive. My departure from PlatinumGames allowed me to pursue this project with renewed vigor.
Kiyohiko Sakata: As someone from the original Clover Studio, Ōkami's importance cannot be overstated. Now, with all elements in place, it's the ideal time to move forward.
Could you introduce Machine Head Works and explain its role in the Ōkami sequel?
Sakata: Machine Head Works is a recently established company, stemming from M-Two's collaboration with Capcom. We're acting as a bridge between Clovers and Capcom, leveraging our experience with the RE Engine and our involvement in previous Ōkami projects.
Hirabayashi: Machine Head Works has been instrumental in our recent projects, including the Ōkami HD remake and other RE Engine titles.
Why choose the RE Engine for the Ōkami sequel?
Hirabayashi: The RE Engine is essential to realizing 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.
Given Ōkami's commercial performance at launch, why has it remained so special to Capcom?
Hirabayashi: Ōkami has a dedicated fanbase within Capcom's community. Despite its initial sales, the game has maintained a steady following, making it a unique and cherished IP.
Kamiya: Over time, Ōkami has garnered more appreciation, with fans expressing their love through social media and continued support. The reaction at The Game Awards was overwhelming and deeply moving.
Have you assembled a dream team for the sequel, and are there plans to involve other former Clover members?
Kamiya: We've indeed assembled a strong team, including some original Ōkami developers via Machine Head Works. Our current team is even more robust than before, thanks to the modernization of development and the addition of skilled professionals.
Kamiya-san, you've mentioned wishing for a stronger team for the original Ōkami. Have you addressed that for the sequel?
Kamiya: Yes, with a stronger team, we're better positioned to succeed. I'm always open to welcoming more talented individuals to our ranks.
Hirabayashi: There are three different paths to join this project, offering varied opportunities for collaboration.
Have any of you replayed the first Ōkami recently?
Hirabayashi: I've reviewed the DVD that accompanied the artbooks, which includes all the cut content.
Kamiya: I was unaware of that DVD's existence.
Sakata: My daughter played the Switch version, and despite her age and unfamiliarity with older game formats, she found Ōkami's guidance helpful and enjoyable.
Hirabayashi: My daughter also enjoyed the Switch version, seeing it as a beautiful and inspiring game, which highlighted its appeal to a younger audience.
Looking back on the original Ōkami, what are you most proud of, and what do you want to replicate in the sequel?
Kamiya: Ōkami's inspiration came from my love for nature in my hometown, Nagano Prefecture. The sequel is driven by the same spirit, balancing the beauty of nature with the game's darker themes. We want players of all ages to enjoy this rich narrative.
What changes in game development and technology will influence the sequel's approach?
Sakata: The original Ōkami's visual style was challenging to achieve with PS2 hardware. With today's technology and the RE Engine, we can now realize our full vision, including elements we had to compromise on before.
Okami 2 Game Awards Teaser Screenshots
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What are your thoughts on the Nintendo Switch 2?
Hirabayashi: We can't comment on the Nintendo Switch 2 from Capcom's perspective.
Kamiya: Personally, I'd love to see the Virtual Console rebooted.
Can you share any themes or stories you feel were underexplored in the original Ōkami that you want to explore in the sequel?
Kamiya: I have a clear vision for the sequel's themes and story, which I've been developing for years.
Hirabayashi: The sequel will continue the story from the original game.
Kamiya: We're not just creating what fans request but aiming to deliver the fun they expect from an Ōkami sequel.
Can you confirm that Amaterasu appears in the Game Awards trailer?
Kamiya: I wonder.
Hirabayashi: Yes, it is Amaterasu.
What are your thoughts on Ōkamiden, and will it be acknowledged in the sequel?
Hirabayashi: We recognize Ōkamiden's fans and the feedback on its story. The sequel is a direct continuation of the original Ōkami's narrative.
How will the sequel's control system cater to both new and returning players?
Kamiya: We're in the early stages of development, but we'll consider modern game standards while respecting Ōkami's original control schemes.
Is the sequel very early in development?
Hirabayashi: Yes, we started this year.
Why announce the sequel so early at the Game Awards last year?
Hirabayashi: We were excited and wanted to share our commitment to making this game a reality.
Kamiya: The announcement turned a dream into a promise to our fans.
Are you concerned about fans' impatience as development progresses?
Hirabayashi: We understand fans' eagerness, but we're committed to delivering a quality game without rushing.
Sakata: We'll do our best.
Hirabayashi: Speed won't compromise quality, but we won't delay unnecessarily.
Kamiya: We'll work diligently to meet fans' expectations.
Was the Ōkami sequel teaser inspired by the video shown at the end of the original game?
Sakata: The teaser wasn't directly inspired by that video, but it reflects our commitment to the original game's vision.
Hirabayashi: The trailer's background music was inspired by the original game, resonating with fans.
Kamiya: The composer, Rei Kondoh, brought the original spirit into the trailer's music.
What inspires you currently, and what other media are you enjoying?
Kamiya: I'm inspired by Takarazuka stage shows, particularly the Hana group. Their unique stage settings and transitions without CG are fascinating and influence my game design.
Sakata: I enjoy smaller stage performances like Gekidan Shiki, appreciating the live, realistic feel. This influences our aim to create games that players can experience uniquely.
Hirabayashi: Movies, especially the latest Gundam film, inspire me. The different perspectives and emotions conveyed are something I admire as a creator.
What does success for the Ōkami sequel look like to each of you?
Hirabayashi: Personally, I want fans to enjoy the game beyond their expectations.
Kamiya: Success for me is creating a game I personally enjoy and can be proud of, ideally aligning with fans' desires.
Sakata: Success is when players, both seasoned and new, enjoy the game. For Machine Head Works, it's about achieving the director's vision.
What are your long-term goals for your respective studios?
Sakata: In ten years, I hope Machine Head Works continues to create games. As creators, we'll still be working, ensuring the company's longevity.
Kamiya: Clovers' goal is to gather like-minded individuals to collaborate on projects, not just to focus on specific games.
Each of you has a final message for the fans:
Hirabayashi: We're working hard on the sequel. Please be patient as we realize our dream.
Sakata: This project is driven by love for the series. We're working tirelessly to meet your expectations.
Kamiya: This project is deeply personal, and your support has made it possible. Thank you, and please look forward to what we're creating together with Capcom and Machine Head Works.