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Ōkami 2: Exclusive Interview on Sequel

Author : Alexander Mar 13,2025

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 underway, helmed by Hideki Kamiya, who, newly independent from PlatinumGames, has founded Clovers, his own studio. Capcom, the IP owner, publishes, with support from Machine Head Works—a studio of Capcom veterans—who contributed to the *Ōkami* HD remake. This collaboration unites veteran *Ōkami* developers with fresh talent, promising a remarkable team.

Beyond the emotional teaser and impressive names, details on the sequel remain scarce. Is it a direct continuation, or something more? Who initiated the project, and how did it materialize after so many years? Was that truly Amaterasu in the trailer, or a strikingly similar wolf?

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*, the sequel, their partnership, and their respective 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 development approach, and how will they influence Clovers’?

Hideki Kamiya: After 16 years at Platinum, I departed in September 2023 because the company's direction diverged from my own. Game creation hinges on the creator's personality, significantly impacting the player experience. My vision for Platinum differed from its trajectory, prompting me to establish Clovers—a studio fostering an environment aligned with my creative goals.

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

Kamiya: I don't strive to explicitly brand my games. Instead, I focus on creating unique, unforgettable experiences players haven't encountered before.

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

Kamiya: The name continues the legacy of Clover Studio, Capcom's fourth development division (represented by a four-leaf clover). The 'C' in Clovers also stands for 'creativity,' a core value.

The Clovers studio logo.
The Clovers studio logo.

Capcom's heavily involved. Was a close relationship with Capcom envisioned before Clovers' inception?

Yoshiaki Hirabayashi: Capcom always desired an *Ōkami* sequel. Kamiya's departure from Platinum initiated discussions about this project. We needed key individuals, and the opportunity presented itself.

Tell us the story. Why *Ōkami*? Why now?

Hirabayashi: Capcom always sought the right moment. Kamiya's availability provided that opportunity.

Kamiya: I always wanted a sequel. The original story felt incomplete. Casual discussions with Takeuchi (Capcom producer) over the years eventually led to this.

Kiyohiko Sakata: As a Clover Studio alumnus, *Ōkami* holds immense significance. The timing felt right.

Introduce Machine Head Works.

Sakata: Machine Head Works, a recent addition, evolved from Capcom's Division Four (Kamiya's roots). We bridge Clovers and Capcom, leveraging our experience with Capcom and the RE Engine, which Clovers lacks experience with. We also have *Ōkami* veterans on our team.

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

Why RE Engine?

Hirabayashi: RE Engine enables Kamiya's artistic vision. Without it, this project wouldn't be possible.

Kamiya: RE Engine's renowned for its expressive capabilities, meeting expectations for this project.

Why *Ōkami* after its perceived commercial underperformance?

Hirabayashi: Millions of fans exist within the Capcom fanbase. Sales have remained steady over the years, indicating enduring interest.

Kamiya: Initial development challenges were faced, but later versions' success and ongoing fan engagement (social media, merchandise) highlight *Ōkami*'s enduring appeal.

Are other former Clover employees involved?

Kamiya: Several original *Ōkami* developers are involved through Machine Head Works. The current team surpasses the original in skill and experience.

You mentioned wanting a stronger team for the original.

Kamiya: While a stronger team doesn't guarantee success, it increases the likelihood. We've assembled a highly skilled team.

Did you replay *Ōkami* recently?

Hirabayashi: I reviewed supplementary materials.

Kamiya: No.

Sakata: My daughter played the Switch version. Its intuitive guidance makes it accessible even to younger players.

Hirabayashi: My daughter also played it, highlighting its appeal to a wide age range.

What are you most proud of in the original *Ōkami*?

Kamiya: My love for my hometown (Nagano Prefecture) and its natural beauty heavily influenced the game. The balance between a heartwarming story and darker elements is also important.

[A question about an image was asked and declined to be answered].

How has game development changed?

Sakata: The original *Ōkami*'s hand-drawn style was challenging on PS2 hardware. Modern technology allows us to realize the original vision and beyond.

[Screenshots of the Game Awards teaser are shown].

Opinions on the Nintendo Switch 2?

Hirabayashi: No comment.

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

Untold themes from the original?

Kamiya: I have a detailed vision, building for years.

Hirabayashi: This sequel is a direct continuation.

Is it Amaterasu in the trailer?

Kamiya: I wonder…

Hirabayashi: Yes, it is.

Will *Ōkamiden* be acknowledged?

Hirabayashi: We're aware of fan feedback. This sequel continues directly from the original *Ōkami*’s story.

Control scheme?

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

Is the sequel very early in development?

Hirabayashi: Yes, we started this year.

Why the early announcement?

Hirabayashi: We wanted to share the excitement and confirm the project's viability.

Kamiya: It solidified the project's reality, a promise to fans.

Worries about fan anticipation?

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

Kamiya: We'll focus on creating the best game possible.

[A question about a video shown after completing the original Ōkami was asked].

Sakata: It wasn't direct inspiration, but it reflects our adherence to the original game’s vision.

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

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

Current inspirations?

Kamiya: Takarazuka stage shows, specifically the Hana group, inspire me with their creative solutions to stage limitations.

Sakata: Gekidan Shiki and smaller theatre groups, emphasizing the live performance aspect.

Hirabayashi: Movies, particularly the Gundam GQuuuuuuX movie, showcasing diverse perspectives and emotional depth.

What defines success for the sequel?

Hirabayashi: Exceeding fan expectations.

Kamiya: Creating a game I'm proud of, and that aligns with the fans' desires.

Sakata: Fan enjoyment, particularly broadening the game's appeal.

Studios' success in 10 years?

Sakata: Ensuring Machine Head Works continues creating games.

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

[Closing messages to the fans from all three].

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