Twenty years after the original *Ōkami* captivated players, Amaterasu, the sun goddess and mother of all that is good, makes a triumphant 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, publishes, supported by Machine Head Works—a studio of Capcom veterans—who previously worked on the *Ōkami* HD remake. This collaboration unites veteran *Ōkami* developers with fresh talent, promising a truly exceptional team.
While initial details were scarce, IGN recently interviewed director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata in Osaka, Japan. This two-hour conversation revealed insights into the sequel's origins and development.
Here’s a lightly edited transcript of the interview:
IGN: Kamiya-san, you’ve discussed leaving PlatinumGames, stating a desire to create games only *you* could make. What development beliefs shape Clovers’ approach?
Hideki Kamiya: Leaving Platinum after 16 years was due to a difference in development direction. Game creators' personalities heavily influence the player experience, and my vision differed from Platinum's. Clovers was formed afterward, aiming for a development environment aligned with my goals.
What defines a Hideki Kamiya game?
Kamiya: I don't strive to create a recognizable "Kamiya game." My focus is on delivering unique and unprecedented player experiences.
What's the connection between Clovers and Clover Studio?
Kamiya: The name continues the legacy of Clover Studio, Capcom's fourth development division (represented by the four-leaf clover). The "C" in "Clovers" also stands for "creativity."
Capcom's involvement is significant. Was a close relationship envisioned before Ōkami’s sequel?
Yoshiaki Hirabayashi: Capcom always wanted an *Ōkami* sequel. Kamiya's departure presented the opportunity, and discussions began immediately.
How did the project begin?
Hirabayashi: Capcom sought the opportunity, and it presented itself. Kamiya: I always wanted a sequel. Casual discussions with Takeuchi (Capcom producer) over the years, coupled with my departure from Platinum, made it a reality.
Kiyohiko Sakata: As a Clover Studio alumnus, *Ōkami* holds immense significance. The timing felt perfect.
Can you introduce Machine Head Works?
Sakata: Machine Head Works, a recent creation, stemmed from Capcom Division Four. We act as a bridge between Clovers and Capcom, leveraging our experience with Capcom and the RE Engine. We also have *Ōkami* veterans on our team.
Hirabayashi: Sakata's team assisted with the PS4 *Ōkami* port, and several recent RE Engine titles.
Why the RE Engine?
Hirabayashi: It’s essential for realizing Kamiya-san's artistic vision. Kamiya: RE Engine's expressive capabilities meet the expectations surrounding this project.
Why *Ōkami*? It wasn't a massive commercial success initially.
Hirabayashi: Millions of fans exist, and sales remained steady over the years, indicating enduring appeal. Kamiya: Initial development challenges didn't fully reach our target audience, but later releases and fan feedback revealed widespread appreciation.
What are you most proud of in the original *Ōkami*?
Kamiya: My love for my hometown, Nagano Prefecture, a nature-rich area, heavily influenced the game's creation. The sequel will retain this spirit, balancing beautiful nature with darker elements and a compelling narrative.
Images from the *Ōkami 2* Game Awards teaser:
What has changed in game development that will influence the sequel?
Sakata: The original *Ōkami*'s artistic style was challenging to achieve on the PS2. Modern technology allows us to realize our original vision and exceed it.
Opinions on the Nintendo Switch 2?
Hirabayashi: No comment. Kamiya: Personally, I'd love to see a Virtual Console reboot.
Untold themes from the original *Ōkami* you want to explore?
Kamiya: I have a clear vision for the sequel's overarching theme and story, built over several years. Hirabayashi: The sequel continues the original game's story.
Is it Amaterasu in the trailer?
Kamiya: I wonder… Hirabayashi: Yes, it is Amaterasu.
Will *Ōkamiden* be acknowledged?
Hirabayashi: We're aware of fan feedback on *Ōkamiden*. The sequel directly continues the original *Ōkami*'s story.
Control system outlook?
Kamiya: We'll consider modern standards while retaining the essence of *Ōkami*'s controls.
How early in development is the sequel?
Hirabayashi: We started this year.
Why announce it so early?
Hirabayashi: To express our excitement and reassure fans of the project's viability. Kamiya: It solidified the project's reality, serving as a promise to fans.
Concerns about fan anticipation?
Hirabayashi: We understand, but quality won't be sacrificed for speed. Kamiya: We’ll work hard and deliver.
Inspiration for the trailer?
Sakata: Not a direct inspiration, but it reflects the original game's spirit. Hirabayashi: The music was inspired by the original game. Kamiya: Rei Kondoh, the original composer, created the trailer's music.
Current inspirations?
Kamiya: Takarazuka stage shows, particularly the Hana group, inspire me with their stagecraft and storytelling. Sakata: Smaller theatre groups like Gekidan Shiki. Hirabayashi: The movie *Gundam GQuuuuuuX*.
What constitutes success for the sequel?
Hirabayashi: Exceeding fan expectations. Kamiya: Personal satisfaction and fan enjoyment. Sakata: Fan enjoyment and achieving the director's vision.
Studios' success in 10 years?
Sakata: Ensuring Machine Head Works continues creating games. Kamiya: Building a collaborative team at Clovers.
Final messages to fans:
Hirabayashi: We're working hard to deliver the sequel. Sakata: The team is dedicated to creating a game that meets expectations. Kamiya: Thank you for your support. We'll deliver a game you'll enjoy.