Ōkami 2: Exclusive Interview on Sequel
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 in development, helmed by Hideki Kamiya, who, having recently left PlatinumGames, formed his own studio, Clovers. Capcom, the IP owner, acts as publisher, supported by Machine Head Works, a studio comprised of Capcom veterans, lending their expertise to this ambitious project. The team boasts an impressive blend of seasoned developers from the original *Ōkami* and fresh talent, promising a truly remarkable collaboration.
Beyond the emotional teaser trailer and the impressive team, details remain scarce. Is it a direct sequel, or something more innovative? How did this project, conceived years after the original, finally come to fruition? And was that truly Amaterasu in the trailer, or a strikingly similar wolf?
IGN recently had the opportunity to interview director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata in Osaka, Japan. This two-hour conversation delved into the origins of *Ōkami*, the sequel's development, their unique partnership, and their respective studios.

Here's the edited Q&A:
IGN: Kamiya-san, you've discussed your departure from PlatinumGames, citing a difference in development philosophies. You aimed to create games only you could make. What are your core beliefs, and how will they shape Clovers?
Hideki Kamiya: Leaving Platinum after 16 years was a difficult decision. I felt the company was moving in a direction contrary to my creative vision. Game creation hinges on the creator's personality, influencing the player experience. My vision for Platinum differed from its trajectory, leading me to seek an environment where I could pursue my goals. Clovers emerged from this, allowing me to create the development environment I desired.
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 label. My focus is on creating unique, unforgettable experiences players haven't encountered before. That unique enjoyment is my primary goal.
What's the connection between Clovers and Clover Studio? Does the clover hold special significance?
Kamiya: I wanted to continue the legacy of Clover Studio, a source of pride during my time at Capcom. The four-leaf clover represents Capcom's fourth development division. Additionally, "C-lover" signifies "Creativity," a core value at Clovers, represented by the four "C"s in our logo.

Capcom's involvement is significant. Did you envision a close relationship with Capcom even before Clovers' inception?
Yoshiaki Hirabayashi: From Capcom's perspective, we've always wanted an *Ōkami* sequel. Kamiya's departure from his previous studio presented the perfect opportunity. We'd always loved the IP and wanted to see it continue.
Tell us the story behind the sequel. Why *Ōkami*? Why now?
Hirabayashi: We always sought the chance to create a new *Ōkami*, but needed the right circumstances and key personnel. Kamiya's departure opened that door.
Kamiya: I've always wanted an *Ōkami* sequel. The original story felt incomplete. Casual conversations with Takeuchi (Capcom producer) over the years always circled back to this idea. Leaving Platinum made it a reality.
Kiyohiko Sakata: As a former Clover Studio member, *Ōkami* holds immense significance. The timing felt perfect for this project.
Could you introduce Machine Head Works and its role?
Sakata: Machine Head Works is a relatively new company, originating from Capcom Division Four, sharing roots with Kamiya. We act as a bridge between Clovers and Capcom, leveraging our experience with both. We also possess RE Engine expertise, assisting Clovers in utilizing this powerful engine. We also have individuals who worked on the original *Ōkami*, contributing their knowledge and experience.
Hirabayashi: Sakata-san's team assisted with the PS4 port of *Ōkami*, and have worked on recent RE Engine titles like *Resident Evil 3* and *Resident Evil 4*.
Why RE Engine?
Hirabayashi: We believe RE Engine is essential to realizing Kamiya-san's artistic vision. Specific details remain undisclosed at this time.
Kamiya: RE Engine is renowned for its expressive capabilities, aligning with the high expectations surrounding this project.
Why *Ōkami* now, considering its initial commercial performance?
Hirabayashi: Millions of fans worldwide enjoy *Ōkami*. The steady stream of continued interest makes it a unique IP.
Kamiya: While initial reception might not have met expectations, subsequent releases and fan feedback showed immense ongoing appreciation. The Game Awards announcement and the overwhelmingly positive fan response solidified our decision.
Are there plans to involve other former Clover Studio members?
Kamiya: Several original *Ōkami* team members are involved through Machine Head Works. The current team is even stronger than the original, benefitting from modern advancements and talented individuals.
You mentioned wanting a stronger team for the original. It sounds like you've achieved that.
Kamiya: While a stronger team doesn't guarantee success, it significantly increases our chances. We've assembled a highly skilled and passionate group.
Did you replay the original *Ōkami* recently?
Hirabayashi: I reviewed materials, including the DVD with cut content.
Kamiya: I wasn't aware of that DVD's existence!
Sakata: My daughter played the Switch version, highlighting its accessibility even for younger players.
Hirabayashi: My daughter also enjoyed it, seeing it as a beautiful and inspiring game, not just an action-adventure.
What are you most proud of in the original *Ōkami*?
Kamiya: My love for nature, stemming from my hometown, heavily influenced *Ōkami*. The sequel will retain that spirit, balancing beauty with the darker elements of the story. I want people of all ages to enjoy it.
[Question about a picture was asked and declined to be answered].
How has game development changed, impacting your approach to the sequel?
Sakata: The original *Ōkami*'s hand-drawn style was challenging on PS2 hardware. Today's technology allows us to achieve what we couldn't before, thanks to RE Engine.
*Ōkami 2* Game Awards Teaser Screenshots






What are your thoughts on the Nintendo Switch 2?
Hirabayashi: We can't comment on that.
Kamiya: Personally, I'd love to see a Virtual Console reboot.
Can you share any themes or stories you want to explore in the sequel?
Kamiya: I have a detailed vision for the story, building upon the original. It's a continuation of the original's narrative.
Hirabayashi: This sequel continues the story from the original *Ōkami*.
Is it Amaterasu in the trailer?
Kamiya: I wonder…
Hirabayashi: Yes, it is Amaterasu.
How will you address *Ōkamiden*?
Hirabayashi: We acknowledge its existence and the fan feedback. The sequel is a direct continuation of the original *Ōkami*'s story.
What about the control system?
Kamiya: We'll consider modern standards while respecting the original's core mechanics. What worked then might not work now.
Is the sequel very early in development?
Hirabayashi: Yes, we started this year.
Why announce it so early?
Hirabayashi: To share our excitement and confirm its viability.
Kamiya: It transformed the project from a dream into a tangible reality, a promise to our fans.
Do you worry about fan anticipation?
Hirabayashi: We understand the excitement, but we'll prioritize quality over speed.
Kamiya: We'll focus on creating the best possible game.
[Question about a video shown after completing Ōkami was asked and answered].
What inspires you currently?
Kamiya: Takarazuka stage shows, particularly their innovative stagecraft.
Sakata: Smaller stage performances, emphasizing the live, immersive experience.
Hirabayashi: Recent movies, such as *Gundam GQuuuuuuX*, highlighting the director's passion and diverse viewer interpretations.
What constitutes success for the *Ōkami* sequel?
Hirabayashi: Exceeding fan expectations and creating something truly enjoyable.
Kamiya: Creating a game I'm personally proud of, something I would enjoy.
Sakata: A game that resonates with a wide audience, including both seasoned and new gamers. Ultimately, achieving the director's vision.
What are your goals for your studios in 10 years?
Sakata: To ensure Machine Head Works continues creating games, even beyond our tenures.
Kamiya: To build Clovers into a collaborative environment with like-minded individuals.
[Closing messages from all three were given].




