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

by Gabriella May 15,2025

Two decades after the enchanting release of the original Ōkami, the revered god Amaterasu, the embodiment of all that is good and the nurturing mother to us all, is set to return in a highly anticipated sequel. Announced at The Game Awards last year, this follow-up to Ōkami is being crafted under the direction of Hideki Kamiya, who has recently founded his own studio, Clovers, after parting ways with Platinum Games. 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 already contributed to projects like the Ōkami HD remake—the sequel promises to be a labor of love from a stellar team.

While the teaser trailer stirred emotions and showcased the names behind the project, details about the sequel have been sparse. Is it a direct continuation of the story, or a new chapter? Whose vision led to its inception, and how did it evolve after so many years? Was that truly Amaterasu we saw in the trailer?

Recently, IGN had the privilege of visiting the development team in Osaka, Japan, to discuss the Ōkami sequel with director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata. In an extensive two-hour interview, they shed light on the project's origins, their collaborative efforts, and the future 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 at Platinum, I announced my departure. The primary reason was a divergence in direction from my vision for game development. While I can't delve into specifics, the personality of game creators significantly influences the user experience. My aim at Platinum didn't align with the path it was taking, which led me to seek an environment where I could pursue my vision.

After leaving Platinum, I founded Clovers. This wasn't a preconceived plan but evolved through discussions with colleagues and friends, leading me to establish a game development environment that aligns with my goals.

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. Instead, it's about creating a unique experience that players haven't encountered before. My focus is on crafting a distinctive way of enjoying the game, which is something I strive to convey through my work.

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 continues the legacy of Clover Studio, where I took pride in our work. Clover was the fourth development division under Capcom, symbolized by the four-leaf clover. The name also plays on "C-lover," representing our love for creativity, which is central to Clovers' ethos.

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 due to our deep affection for the IP. When Kamiya left his previous company, it sparked 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: Capcom was always seeking the right opportunity to revive Ōkami. The stars aligned when Kamiya left Platinum, allowing us to move forward.

Kamiya: I've always wanted to complete the Ōkami story, which I felt was unfinished. Casual conversations with friends like Takeuchi about a sequel became a reality after I left Platinum.

Kiyohiko Sakata: As former members of Clover Studio, Ōkami is a significant IP for us. The timing felt perfect to bring this project to life.

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, stemming from M-Two, which works closely with Capcom to enhance game branding. Our roots trace back to Capcom Division Four, the same as Kamiya's. We act as a bridge between Clovers and Capcom, leveraging our experience with Capcom titles and the RE Engine, which we're using for this project.

Hirabayashi: Machine Head Works also supported the PS4 port of Ōkami and has worked on 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: We can't reveal much at this stage, but we believe the RE Engine is essential to realizing Kamiya's artistic vision for this project.

Kamiya: The RE Engine is renowned for its expressiveness, and fans expect that level of quality in 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 consistently sold well over time, indicating sustained interest.

Kamiya: Initially, we were concerned about reaching a wide audience, but over the years, positive feedback and social media responses have shown us the depth of love for Ōkami. The enthusiastic reaction at The Game Awards and online further reinforced our decision to continue the series.

Play**Hirabayashi:** Ōkami's sales have remained steady, making it a unique and beloved IP.

Kamiya: The fans' cheers and the ongoing love for Ōkami merchandise were crucial in pushing us forward with the sequel. Without their support, this project wouldn't have been possible.

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 disclose names yet. The current team is more empowered than before, with modern technology and a blend of experienced and new talent.

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 that in a previous discussion. While there are no guarantees, having a stronger 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 replay it, but I reviewed the DVD with cut content.

Kamiya: I was unaware of that DVD.

Sakata: My daughter recently played the Switch version. Despite its older format, Ōkami's guidance helped her navigate the game.

Play**Hirabayashi:** My daughter also played the Switch version, appreciating its beauty and inspiration, which bridges the game's appeal to both young and old players.

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 inspired the original Ōkami, reflecting my love for nature. The game's story, with its mix of beauty and evil, resonates with players of all ages. I aim to capture this essence in the sequel.

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 hand-drawn aesthetic, which was challenging with the PS2 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

9 ImagesWell, 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 continues the story from the original game.

Kamiya: We're not just creating what fans request but aiming to deliver a fun 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 focuses on continuing the original Ōkami's story.

Play**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 early in development, but we'll consider modern gaming standards while respecting the original Ōkami's controls.

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 a reality.

Kamiya: Announcing it made it more than just a dream; it's a promise to fans that we will create 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' eagerness, but we're committed to delivering a high-quality game without rushing.

Sakata: We will do our best.

Hirabayashi: We won't sacrifice quality for speed but will work diligently to meet fans' expectations.

Kamiya: We'll work hard to meet fans' expectations, so 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: It wasn't a direct inspiration, but it reflects our commitment to the original game's vision.

Hirabayashi: The trailer's background music, inspired by the original game, resonated with fans.

Kamiya: The song, composed by Rei Kondoh, embodies the spirit of the original game in the new 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: The Takarazuka stage shows, particularly the Hana group, inspire me. Their unique approach to staging without CG or cuts influences my game design.

Sakata: I enjoy smaller stage performances by Gekidan Shiki, appreciating the live, real-time experience. This influences our approach to creating 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 film, Gundam GQuuuuuuX, which showcases diverse perspectives and emotional depth.

Kamiya: My team recommended this movie to me today.

Hirabayashi: The passion in this movie is something I admire as a creator.

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 beyond their expectations.

Kamiya: Success for me is creating a game I'm proud of, which aligns with fans' enjoyment.

Sakata: Success is when players, both seasoned and new, enjoy the game. For Machine Head Works, 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 sustain the company's game development.

Kamiya: Clovers' goal is to gather like-minded individuals to collaborate on projects. It's not about specific games but about aligning with people who share our 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 to life.

Sakata: This project is driven by our love for the series. We're working diligently to meet everyone's expectations.

Kamiya: This project is deeply personal to me, and it wouldn't be possible without the fans' support. Thank you for your cheers and encouragement. We'll continue to treasure this collaboration and hope you enjoy the game. 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.

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