Two decades after the launch of the iconic Ōkami, the revered deity Amaterasu, the embodiment of all that is good and the maternal figure to humanity, is set to make a spectacular return. Announced during the excitement of last year's Game Awards, a sequel to Ōkami is currently under development. Hideki Kamiya, who recently parted ways with Platinum Games, has founded Clovers, a new studio where he assumes the role of director. This venture is supported by Capcom, the IP's owner, which will serve as the publisher. Additionally, Machine Head Works, a relatively new studio composed of Capcom veterans, is lending its expertise. Having contributed to the Ōkami HD remake and other recent Capcom titles, Machine Head Works brings a wealth of experience to the project. The team behind the sequel is a remarkable assembly of talent, blending fresh perspectives with the passion of those who were instrumental in the original Ōkami's creation.
While the emotional teaser trailer and the names associated with the project have stirred excitement, specifics about the sequel remain scarce. Is it a direct continuation, or something different? What inspired its inception after so many years? Is the wolf in the trailer truly Amaterasu? To shed some light on these questions, IGN visited Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata at their base in Osaka, Japan. In a comprehensive two-hour interview, they discussed the Ōkami sequel, their collaborative efforts, and their visions for their studios.
Here is the full Q&A from that interview, which has been 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: In 2023, I announced my departure from PlatinumGames after 16 years. The main reason was that the company was moving in a direction that didn't align with my vision. While I can't go into specifics, the personality of game creators is crucial and significantly impacts the user experience. I wanted to establish an environment where I could realize my goals, which led to the creation of Clovers. This wasn't something I planned before leaving PlatinumGames, but it evolved through conversations with people I knew and respected.
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: A Hideki Kamiya game doesn't need to explicitly bear my name. My focus is on crafting a unique experience that players haven't encountered before. I strive to create games that offer a distinctive way of enjoyment, which is what I work hard to convey to the users.
What is the connection between Clovers and Clover Studio, if any? Does the clover, the plant, have a special meaning to you?
Kamiya: Clovers continues the legacy of Clover Studio, where I was proud of my work. The name 'Clover' reflects Capcom's fourth development division, represented by the four-leaf clover. Additionally, 'C-lover' signifies our love for creativity, which is central to Clovers' ethos, symbolized by the four 'C's in our 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 always wanted to create an Ōkami sequel because we cherish the IP. When we learned that Kamiya left PlatinumGames, we began 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: We were always looking for the right opportunity to create a new Ōkami game. We needed key people in place, and when Kamiya left PlatinumGames, the timing felt right.
Kamiya: I've always wanted to create an Ōkami sequel. The story of the original game was incomplete, and I often discussed this with friends like Takeuchi over drinks. Leaving PlatinumGames gave me the chance to make this dream a reality.
Kiyohiko Sakata: As a former Clover Studio member, Ōkami was a vital IP for us. The alignment of all necessary elements made this the perfect time to move forward with the project.
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, rooted in Capcom's Division Four, just like Kamiya's background. We work closely with Capcom to enhance game branding. For the Ōkami sequel, we bridge the gap between Clovers and Capcom, leveraging our experience with Capcom titles and the RE Engine, which Clovers' developers are less familiar with. Additionally, we have team members who worked on the original Ōkami, contributing to this sequel.
Hirabayashi: Machine Head Works also helped with the PS4 port of Ōkami and later titles like Resident Evil 3 and 4, which utilized the RE Engine.
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?
Hirabayashi: We believe that without the RE Engine, we wouldn't be able to fulfill Kamiya-san's artistic vision for this project.
Kamiya: The RE Engine is renowned for its expressive capabilities, and we aim to deliver that level of quality in the Ōkami sequel.
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: There's a significant number of Ōkami fans within the Capcom community. Despite the original game's age, it continues to attract players, and we want to create a sequel for them.
Kamiya: Initially, we thought Ōkami might not reach a broad audience, but subsequent releases and fan feedback showed us the game's lasting appeal. The enthusiastic response to the sequel announcement at The Game Awards and the ongoing fan support have been incredibly moving.
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 people from the original Ōkami team are involved through Machine Head Works, though we won't name them yet. The current team is even stronger than before, with modern skills and additional talent from those who also left PlatinumGames.
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 my conversation with Ikumi Nakamura. While there are no guarantees, having a stronger team increases our chances of success. I'm always open to welcoming more talented individuals.
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 didn't have time to replay the game, but I reviewed the DVD that came with the artbooks, which contains all the cut scenes.
Kamiya: I wasn't aware of that DVD.
Sakata: My daughter played the Switch version recently. Despite her limited gaming experience, she enjoyed Ōkami's guidance system.
Hirabayashi: My daughter played the Switch version too and was captivated by the game's beauty and inspiring elements, which highlighted its appeal to a younger audience.
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?
Kamiya: My hometown in Nagano inspired the original Ōkami, and that love for nature drives the sequel. The game's narrative, which includes both beauty and darkness, is something I want to explore further to engage players of all ages.
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 soft, hand-drawn aesthetic, which was challenging with the PS2 hardware. Today's technology, particularly the RE Engine, allows us to achieve and surpass those original goals.
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Well, 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 perspective; any announcements 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 themes 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: While we consider fan expectations, our goal is to create a game that surpasses them and provides the fun they anticipate.
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 of Ōkamiden and their feedback. The sequel continues from the original Ōkami's story.
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 in the early stages of development, so we haven't finalized the control system. We'll consider what worked in the original while adapting to modern standards to ensure the best gameplay experience.
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 to share that we can make this game a reality.
Kamiya: The announcement turned our dream into 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' impatience, but we're committed to delivering a high-quality game. We won't rush at the expense of quality, but we won't delay unnecessarily either.
Kamiya: We'll keep working hard to meet fans' expectations.
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: The teaser wasn't directly inspired by that video, but it reflects our commitment to the original game's vision.
Hirabayashi: The background music in the trailer was inspired by the original game, composed by Rei Kondoh, who also created the trailer's music.
Kamiya: The song is a beloved track from the original, and its use in the trailer embodies the spirit of the original game.
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 inspire me, particularly the Hana group. Their unique stage settings and live performances offer insights into storytelling without CG or scene cuts, which I apply to game development.
Sakata: I enjoy smaller stage performances by Gekidan Shiki. The live feeling and realistic performances inspire me to create games that allow players to choose their experience.
Hirabayashi: Movies, especially the latest Gundam film, Gundam GQuuuuuuX, inspire me. The way it captures different perspectives and emotions is something I admire as a creator.
What does success for the Ōkami sequel look like to you all?
Hirabayashi: Personally, I want fans to enjoy the game and for it to exceed their expectations.
Kamiya: For me, success means creating a game I'm proud of and that aligns with my vision, even if it doesn't always match fans' expectations.
Sakata: Success is when players enjoy the game, including those new to gaming. From Machine Head Works' perspective, 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 ensure the company thrives.
Kamiya: Clovers' future involves gathering more like-minded people. My goal is to collaborate with those who share my vision, not just to work on specific games.
All three requested the opportunity to close by delivering one final message directly to the fans:
Hirabayashi: Thank you for your support. It might take some time, but we're working hard to realize our dream of creating the Ōkami sequel.
Sakata: This project is driven by our love for the series. We're working diligently to meet your expectations.
Kamiya: This project is personal to me, and it wouldn't be possible without your support. Thank you to everyone, Capcom, and Machine Head Works for making this possible. Please look forward to the Ōkami sequel.
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