Home News Ōkami 2 — Capcom, Hideki Kamiya, and Machine Head Discuss Hotly Anticipated Sequel in Exclusive Interview

Ōkami 2 — Capcom, Hideki Kamiya, and Machine Head Discuss Hotly Anticipated Sequel in Exclusive Interview

by Madison Apr 23,2025

Twenty years after the original Ōkami graced our screens, the revered goddess Amaterasu, the embodiment of all that is good and nurturing, is poised to make a stunning return. Announced at last year's Game Awards, a sequel to the beloved title is now in development, spearheaded by Hideki Kamiya, who has recently established his own studio, Clovers, after parting ways with Platinum Games. Kamiya directs this project with the full endorsement of Capcom, the IP's owner, who will publish the game, and with the assistance of Machine Head Works, a studio comprised of Capcom veterans that has previously contributed to several Capcom projects, including the Ōkami HD remake. The team combines the passion of original Ōkami developers with fresh talent, promising to bring the iconic vision to life anew.

Although the teaser trailer stirred emotions and showcased the impressive lineup, details on the sequel's content remain scarce. Is it a direct continuation, or something entirely different? Who initiated the project, and what sparked its revival after so many years? Was the wolf in the trailer indeed Amaterasu, or merely a lookalike? To shed light on these questions, IGN recently visited Kamiya, along with Capcom producer Yoshiaki Hirabayashi and Machine Head Works producer Kiyohiko Sakata at their Osaka base. In a comprehensive two-hour interview, they discussed the Ōkami sequel, their collaboration, and the future of their respective studios.

L-R: Kiyohiko Sakata, Hideki Kamiya, Yoshiaki Hirabayashi. Image credit: IGN.

Full Q&A Interview

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 PlatinumGames, I announced my departure. The main reason was a divergence in vision; I felt the studio was moving away from my core beliefs about game development. While I can't go into specifics, I believe that the personality of game creators significantly influences the user's experience. I wanted to establish an environment where I could fully realize my vision, which led me to form Clovers after leaving PlatinumGames. This was not a premeditated move but one that evolved from conversations with my peers and a desire to create a game development space aligned with my aspirations.

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. My focus is on crafting unique experiences that resonate with players in novel ways. I strive to deliver enjoyment through innovative gameplay, which is a core aspect of my development process.

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 to work under Capcom's fourth division of development. The clover leaf, with its four leaves, symbolizes this division and remains a significant emblem for me. Additionally, 'Clovers' can be seen as 'C-lover,' representing our studio's deep commitment to creativity, which is reflected in our logo with four 'C's.

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 cherished the Ōkami IP and hoped to continue its story. When Kamiya left PlatinumGames, it provided the perfect opportunity to start discussions about this project. Capcom's commitment to Ōkami has been unwavering, and we were waiting for the right moment to bring it back.

Tell me the story of how this came about. Why Ōkami? Why now? How did this pitch happen? Who convinced who?

Hirabayashi: We've always sought the right moment to revive Ōkami. The timing, with Kamiya's departure from PlatinumGames, aligned perfectly, allowing us to gather the key people needed to realize this vision.

Kamiya: I've always wanted to complete Ōkami's story, which felt unfinished. Even while at PlatinumGames, I discussed this with friends like Takeuchi over drinks. My departure allowed me to pursue this dream, and now, with Takeuchi's support, we're making it a reality.

Kiyohiko Sakata: As someone from Clover Studio, Ōkami was a crucial IP. We believe now is the best time to move forward, with all the elements in place.

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 formed company, originally based on M-Two, which collaborates closely with Capcom. Our roots trace back to Capcom's Division Four, where we worked under Mikami. We serve as a bridge between Capcom and Clovers, leveraging our experience with Capcom's titles and our familiarity with Kamiya's work. Additionally, we bring expertise in using the RE Engine, which is crucial for this project.

Hirabayashi: Machine Head Works has been instrumental in previous projects, including the PS4 port of Ōkami and recent titles like Resident Evil 3 and 4, all using 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: Yes, although we can't go into specifics yet, the RE Engine is essential for realizing Kamiya's artistic vision for this project.

Kamiya: The RE Engine is renowned for its quality and expressiveness, which is what fans expect from this 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: Ōkami has a dedicated fanbase within Capcom's community. Despite its initial commercial performance, the game has consistently attracted players over the years, as evidenced by our sales data and fan engagement.

Kamiya: Initially, we were concerned about reaching a broad audience, but over time, the game's reception grew stronger, especially with later releases. The enthusiastic response at the Game Awards announcement and ongoing fan support have been incredibly gratifying.

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 individuals from the original Ōkami team are involved through Machine Head Works, and we've assembled a more skilled team than before, bolstered by the modern development environment 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, while there are no guarantees in game development, having a stronger team increases our chances of success. We're always open to welcoming more talented individuals.

Hirabayashi: There are three different routes to enter this project. Feel free to choose one.

Did any of you replay the first Ōkami sometime recently around the announcement?

Hirabayashi: I haven't had time to replay it, but I've reviewed the DVD that came with the artbooks, which includes all the cut scenes.

Kamiya: I was unaware of that DVD.

Sakata: My daughter recently played the Switch version. Despite her young age and unfamiliarity with older game formats, she enjoyed it due to its clear guidance.

Hirabayashi: My daughter also played the Switch version and loved the 'flower blooming' aspect, which highlighted the game's appeal to both children and adults.

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 of Nagano inspired the game's focus on nature. The original Ōkami balanced beauty and evil within its narrative, which I want to continue in the sequel. It's a game that should resonate with 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's hardware. Today's technology, especially with the RE Engine, allows us to achieve and exceed those initial goals.

Ōkami 2 Game Awards Teaser Screenshots

9 Images

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 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. I'm eager to bring it to life for our fans.

Hirabayashi: The sequel will continue the story from the original game.

Kamiya: We're not here to create a game based solely on fan requests but to deliver a fun experience that meets expectations. I'm committed to crafting the best game possible.

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're aware of Ōkamiden's fanbase and their feedback. The sequel will continue the story directly from the original Ōkami.

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 in the early stages of development, but we're considering modernizing the controls while respecting the original game's feel. We'll explore various ideas to enhance the 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 our plans. Takeuchi-san wanted to assure fans that we could make this game a reality.

Kamiya: The announcement was a relief and a promise to fans that this is no longer just a dream but a project we're actively working on.

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 without rushing the process.

Sakata: We will do our best.

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

Kamiya: We'll keep our heads down and focus on creating a great game. 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: That video wasn't a direct inspiration, but it reflects our commitment to the original game's vision.

Hirabayashi: The background music in the teaser was inspired by the original game, which resonated with fans.

Kamiya: The song, composed by Rei Kondoh, captures the spirit of the original game and carries it into the sequel's 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: I'm inspired by Takarazuka stage shows, particularly the Hana group. Their unique stage settings and live performances without CG or cuts influence my approach to game design.

Sakata: I enjoy smaller stage groups like Gekidan Shiki. The live feeling and real-time performances inspire me to create games that allow players to choose their own experiences.

Hirabayashi: I've been inspired by movies, especially the latest Gundam film, Gundam GQuuuuuuX. It showcases different perspectives and emotions, which 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 that I'm proud of and that aligns with my vision, even if it doesn't always match fan expectations.

Sakata: Success is when players, both experienced and new, enjoy the game. From Machine Head Works' perspective, success is achieved when Kamiya's vision is realized.

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. Our goal is longevity and creativity, not specific targets.

Kamiya: Clovers' future involves growing our team with like-minded individuals. My focus is on collaboration and building a community aligned with our creative spirit.

All three requested the opportunity to close by delivering one final message directly to the fans:

Hirabayashi: Thank you for your support. We're working hard to realize our dream of creating the Ōkami sequel. Please be patient as we bring it to life.

Sakata: This project is driven by our love for the series. We're working tirelessly to meet everyone's expectations. Thank you for your continued support.

Kamiya: This project is deeply personal to me, but it wouldn't be possible without your cheers. Thank you to the fans, Capcom, and Machine Head Works for your support. We're committed to creating a game that everyone can enjoy. Please look forward to it.