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Ōkami 2 — Capcom, Hideki Kamiya, and Machine Head Discuss Hotly Anticipated Sequel in Exclusive Interview

By OliviaMar 15,2025

Twenty years after the original *Ōkami* captivated players, Amaterasu, the sun goddess and origin of all that is good, makes a triumphant return. Announced at The Game Awards, a sequel is underway, helmed by Hideki Kamiya, who, after departing PlatinumGames, formed Clovers, his new studio. Capcom, the IP owner, acts as publisher, supported by Machine Head Works, a studio of Capcom veterans. This collaboration brings together seasoned developers from the original *Ōkami* with fresh talent, promising a truly exceptional team.

Beyond the emotional teaser and impressive team, details remain scarce. Is this a direct sequel? How did this project materialize after two decades? Was that truly Amaterasu in the trailer, or a wolf doppelganger?

IGN recently interviewed director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata in Osaka, Japan. This two-hour conversation delved into *Ōkami*, its sequel, their partnership, and their studios.

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

Here's the edited Q&A:

IGN: Kamiya-san, you’ve discussed leaving PlatinumGames, citing a difference in development philosophies. You aimed to create games only *you* could make. What beliefs shape your game development, and how will they influence Clovers?

Hideki Kamiya: Leaving Platinum after 16 years was a difficult decision. I felt the direction veered from my vision, though specifics remain private. The creator's personality heavily influences the player experience. My approach at Platinum differed from my ideal, leading me to found Clovers to pursue my creative vision.

What defines a Hideki Kamiya game? How would one recognize your work without knowing the creator?

Kamiya: I don't believe in explicitly labeling my games. My focus is on creating unique, unforgettable experiences players haven't encountered before. This uniqueness is paramount in my development process.

What's the connection between Clovers and Clover Studio? Does the clover hold special significance?

Kamiya: The name "Clovers" is a tribute to my time at Clover Studio (Capcom's 4th development division). The four-leaf clover represents that division, and the 'C' in our logo (appearing four times) symbolizes creativity.

The Clovers studio logo.
The Clovers studio logo.

Capcom's involvement is significant. Did you envision a close relationship with Capcom even before Clovers?

Yoshiaki Hirabayashi: (Capcom) We've always wanted an *Ōkami* sequel. Kamiya's departure from his previous company presented the opportunity. We discussed this project upon hearing the news.

Tell us the story behind this sequel. Why *Ōkami*? Why now?

Hirabayashi: Capcom always sought the chance to create a new *Ōkami*. The timing was right when Kamiya became available.

Kamiya: I always wanted an *Ōkami* sequel. The story was incomplete. Casual discussions with Takeuchi (Capcom producer) over the years culminated in this opportunity after leaving Platinum.

Kiyohiko Sakata: (Machine Head Works) As a Clover Studio member, *Ōkami* held immense importance. The stars aligned for this project.

Introduce Machine Head Works. What is its role?

Sakata: Machine Head Works is a relatively new company, stemming from Capcom's Division Four (Kamiya's roots). We act as a bridge between Clovers and Capcom, leveraging our experience with both and the RE Engine, which Clovers is using for this project. We also have *Ōkami* veterans on our team.

Hirabayashi: Sakata-san's team assisted with the PS4 port of *Ōkami* and more recent RE Engine titles.

Why RE Engine?

Hirabayashi: It's essential for realizing Kamiya-san's artistic vision.

Kamiya: RE Engine's expressive capabilities are renowned, and we believe it's what fans expect.

Why the continued interest in *Ōkami* given its perceived initial commercial performance?

Hirabayashi: Millions of fans exist, and sales figures show sustained interest over the years. *Ōkami* is a unique IP with a dedicated fanbase.

Kamiya: Initial development challenges didn't hinder the game's lasting appeal. Social media and fan reactions to the announcement demonstrated the game's enduring popularity.

You've assembled a dream team. Are there plans to involve other former Clover members?

Kamiya: Several *Ōkami* veterans from the original team are involved through Machine Head Works. We've assembled a more skilled and powerful team than the original.

You previously mentioned wishing for a stronger team for the original *Ōkami*.

Kamiya: While development is unpredictable, a stronger team increases our chances of success. We’re open to welcoming more talented individuals.

Did you replay *Ōkami* recently?

Hirabayashi: I reviewed materials including cut content.

Kamiya: I wasn't aware of that DVD.

Sakata: My daughter recently played the Switch version and enjoyed it. Its clear guidance makes it accessible even to younger players.

Hirabayashi: My daughter also enjoyed it, highlighting the game's appeal across age groups.

Looking back, what are you most proud of in the original *Ōkami*?

Kamiya: My love for my hometown's nature heavily influenced the game. *Ōkami*'s blend of beauty, darkness, and compelling narrative is what I aim to recreate in the sequel. I want it to resonate with a wide audience.

(A picture is shown, but the interviewees decline to comment.)

How has game development changed since the original *Ōkami*?

Sakata: The original *Ōkami*'s hand-drawn style was challenging on PS2 hardware. Today's technology allows us to achieve our original vision and surpass it.

(Ōkami 2 Game Awards Teaser Screenshots are shown.)

Opinions on the Nintendo Switch 2?

Hirabayashi: No comment.

Kamiya: Personally, I'd love to see a Virtual Console reboot.

Can you reveal any themes or stories you want to explore in the sequel?

Kamiya: I have a detailed vision, but I’m also mindful of fan expectations.

Hirabayashi: This sequel continues the story from the original game.

Is that Amaterasu in the trailer?

Kamiya: I wonder…

Hirabayashi: Yes, it is Amaterasu.

Will you acknowledge *Ōkamiden*?

Hirabayashi: We are aware of fan feedback regarding *Ōkamiden*. The sequel directly continues the original *Ōkami*'s story.

How will the control system be handled?

Kamiya: We'll consider what works best for modern gaming while honoring the original.

Is the sequel very early in development?

Hirabayashi: Yes, we just started this year.

Why announce it so early?

Hirabayashi: To share our excitement and confirm the project's feasibility.

Kamiya: The announcement solidified the project and served as a promise to the fans.

Do you worry about fan anticipation?

Hirabayashi: We'll work hard to meet expectations without compromising quality for speed.

Kamiya: We’ll put our heads down and work hard. Please wait.

Was the prototype video from the original *Ōkami* an inspiration for the sequel's teaser?

Sakata: Not directly, but it reflects the original game's spirit.

Hirabayashi: The trailer's music was inspired by the original, and fans recognized it.

Kamiya: The composer, Rei Kondoh, also worked on the trailer's music.

What inspires you currently?

Kamiya: Takarazuka stage shows, particularly the Hana group, inspire me with their stagecraft and ability to create engaging scenes without cuts or CG.

Sakata: Smaller theater groups like Gekidan Shiki, emphasizing the live performance aspect.

Hirabayashi: Recently, movies, particularly the Gundam GQuuuuuuX movie, which showcases diverse perspectives and emotional depth.

What constitutes success for the *Ōkami* sequel?

Hirabayashi: Exceeding fan expectations and creating a truly enjoyable experience.

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

Sakata: A game that fans enjoy, especially those new to gaming, and achieving the director's vision.

What are your goals for your studios in 10 years?

Sakata: Ensuring Machine Head Works continues creating games, even beyond our time.

Kamiya: Building Clovers into a collaborative environment with like-minded individuals.

(Closing messages from Hirabayashi, Sakata, and Kamiya to the fans.)

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