Ōkami 2 — Capcom, Hideki Kamiya, and Machine Head Discuss Hotly Anticipated Sequel in Exclusive Interview
Two decades after the enchanting release of the original Ōkami, the revered deity Amaterasu, the embodiment of all that is good and the nurturing force behind our world, is poised to make a spectacular return. Announced at last year's Game Awards, a sequel to Ōkami is currently in development, helmed by Hideki Kamiya, who has recently founded his new studio, Clovers, following his departure from Platinum Games. This ambitious project is being crafted with the collaboration of Capcom, the IP's owner and publisher, and Machine Head Works, a studio filled with Capcom alumni that supported the Ōkami HD remake among other titles. The team promises a blend of seasoned talent and fresh faces, all dedicated to bringing the vision of Ōkami to new heights.
While the teaser trailer stirred emotions and showcased the impressive lineup of developers, concrete details about the sequel's narrative and gameplay have been sparse. Is it a direct continuation of the original, or something entirely new? Who initiated this project, and how did it come to fruition after so many years? And was that Amaterasu in the trailer, or merely a wolf that resembles her?
IGN had the privilege of visiting the development team in Osaka, Japan, to delve deeper into these questions. In a comprehensive two-hour interview with director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata, we explored the essence of Ōkami, the sequel's development, the partnership between the studios, and their future aspirations.
Full Q&A with the Ōkami Sequel Development Team
IGN: Kamiya-san, you've mentioned your departure from PlatinumGames was due to a divergence in creative vision. What core beliefs drive your game development philosophy, and how will they influence Clovers' direction?
Hideki Kamiya: Leaving PlatinumGames in September 2023 after 16 years was a tough decision. I felt the company was moving in a direction that didn't align with my vision for game creation, where the personality of the developers significantly impacts the user experience. Clovers was formed post-departure, inspired by conversations with peers who shared my passion for a unique development environment.
What defines a Hideki Kamiya game? How can players identify your touch in a game?
Kamiya: I don't aim to brand my games as 'Kamiya games.' My focus is on crafting unique experiences, providing players with novel ways to enjoy gaming, which is central to my development process.
What connection does Clovers have with Clover Studio? Does the clover have a special significance for you?
Kamiya: Clovers continues the legacy of Clover Studio, which I was proud to be part of during my time at Capcom's fourth development division. The four-leaf clover symbolizes this division and our commitment to creativity, which we cherish deeply at Clovers.
It's clear Capcom is deeply involved. Was a close relationship with Capcom part of your plan even before Ōkami was considered for Clovers?
Yoshiaki Hirabayashi: From Capcom's perspective, we've always wanted to continue the Ōkami story because of our deep affection for the IP. When Kamiya left PlatinumGames, it opened the door for this project.
How did the idea for an Ōkami sequel come about? Who was the driving force behind it?
Hirabayashi: We've been looking for the right moment to bring Ōkami back. The opportunity arose when Kamiya left PlatinumGames.
Kamiya: I've always wanted to complete Ōkami's story. Even at PlatinumGames, I discussed this dream with friends like Takeuchi over drinks. Now, with Clovers, I can finally make it happen.
Kiyohiko Sakata: For those of us from Clover Studio, Ōkami was always significant. Now, with everything in place, it felt like the perfect time to move forward.
Could you introduce Machine Head Works and explain its role in the Ōkami sequel?
Sakata: Machine Head Works is a recently established company with roots in Capcom's fourth division, like Kamiya's. We're working closely with both Capcom and Clovers, leveraging our experience with Capcom's titles and the RE Engine to bridge the development process. We also have team members who worked on the original Ōkami.
Hirabayashi: Machine Head Works assisted with the PS4 port of Ōkami and more recent RE Engine games like Resident Evil 3 and 4.
Why choose the RE Engine for the Ōkami sequel? What specific advantages does it offer?
Hirabayashi: The RE Engine allows us to realize Kamiya-san's artistic vision for the project, though we can't go into details yet.
Kamiya: The RE Engine is renowned for its expressive capabilities, which we believe will meet fans' expectations for quality.
Capcom has wanted an Ōkami sequel for a long time, despite the original not being a commercial hit. Why is Ōkami so special?
Hirabayashi: Ōkami has a dedicated fanbase, and its steady sales over the years show its enduring appeal. We want to create this game for those fans.
Kamiya: Initially, we thought Ōkami might not reach a broad audience, but over time, fan feedback and social media reactions have shown us the deep love for the game. The enthusiastic response at The Game Awards was overwhelming and reaffirmed our commitment to the sequel.
Have you assembled a dream team for the sequel? Are there plans to involve other former Clover members?
Kamiya: We have a strong team, including some original Ōkami developers through Machine Head Works. The team is more skilled and powered up than before, and I'm always open to welcoming more talent.
Kamiya-san, you've mentioned wanting a stronger team for the first Ōkami. Have you addressed that for the sequel?
Kamiya: Development is always unpredictable, but with a stronger team, we have a better chance of success. We're committed to creating a great game.
Have any of you replayed the first Ōkami around the announcement of the sequel?
Hirabayashi: I reviewed the artbook's DVD, which compiles cut content.
Kamiya: I wasn't aware of that DVD.
Sakata: My daughter played the Switch version, enjoying its guidance and accessibility.
Hirabayashi: My daughter also played it on Switch, seeing it as a beautiful, inspiring game.
Looking back on the original Ōkami, what are you most proud of, and what do you want to replicate in the sequel?
Kamiya: My hometown's natural beauty inspired Ōkami, and I want to capture that spirit in the sequel. The game's story, with its mix of beauty and darkness, resonated with players, and I want to continue that narrative thread.
What changes in game development and technology will influence the sequel's approach?
Sakata: The original's hand-drawn style was challenging on the PS2. Today's technology, including the RE Engine, allows us to achieve and surpass our original vision.
Okami 2 Game Awards Teaser Screenshots
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What are your thoughts on the Nintendo Switch 2?
Hirabayashi: We can't comment on the Nintendo Switch 2 from Capcom's side.
Kamiya: Personally, I'd love to see the Virtual Console rebooted.
Can you share any themes or stories you want to explore in the sequel that you felt were underdeveloped in the original?
Kamiya: I have a clear vision for the sequel's themes and story, which I've been developing for years. It's a continuation of the original's narrative.
Hirabayashi: The sequel is indeed a continuation of the original Ōkami's story.
Kamiya: We're not just creating what fans request but aiming to deliver the fun they expect from an Ōkami sequel.
Is the wolf in the trailer Amaterasu?
Hirabayashi: Yes, it is Amaterasu.
What are your thoughts on Ōkamiden? Will it be acknowledged in the sequel?
Hirabayashi: We acknowledge Ōkamiden's fanbase and feedback. The sequel is a direct continuation from the original Ōkami.
How will you approach the control system in the sequel, considering both modern expectations and original fans' preferences?
Kamiya: We're early in development and will consider what's best for modern games while respecting the original's control schemes.
Is the sequel still in its early stages?
Hirabayashi: Yes, we just started this year.
Why announce the sequel so early at the Game Awards?
Hirabayashi: We were excited and wanted to share our commitment to making this game a reality.
Kamiya: The announcement turned our dream into a promise to fans.
Do you worry about fan impatience as development progresses?
Hirabayashi: We understand fans' eagerness, but we're committed to delivering a high-quality game without rushing the process.
Sakata: We'll do our best to meet fans' expectations.
Hirabayashi: We won't compromise quality for speed but won't drag our feet either.
Kamiya: We'll work hard to create a game we can be proud of.
Was the Ōkami sequel teaser inspired by the prototype video at the end of the original game?
Sakata: Not directly, but it reflects our commitment to the original game's spirit.
Hirabayashi: The trailer's background music was inspired by the original, and fans recognized this connection.
Kamiya: The song, composed by Rei Kondoh, carries the original's spirit into the sequel.
What inspires you currently? What media are you enjoying?
Kamiya: I'm inspired by the Takarazuka stage shows, particularly the Hana group. Their unique approach to storytelling without CG or scene cuts influences my game design.
Sakata: I enjoy the realism and live feeling of smaller stage groups like Gekidan Shiki, which informs my approach to creating immersive game experiences.
Hirabayashi: Recent movies, especially the latest Gundam film, inspire me with their emotional depth and multiple perspectives.
What does success for the Ōkami sequel look like to you?
Hirabayashi: Personally, success means exceeding fans' expectations and delivering a game they can enjoy.
Kamiya: If I'm personally satisfied with the game, I consider it a success, though this might not always align with fans' views.
Sakata: Success is when players, both seasoned and new, enjoy the game. For Machine Head Works, success is helping the director achieve his vision.
What does success look like for your studios in the future?
Sakata: In ten years, I want Machine Head Works to continue creating games, regardless of size or specific projects.
Kamiya: Clovers aims to grow by attracting like-minded individuals to collaborate on our projects.
Final messages to the fans from each of you:
Hirabayashi: Thank you for your support. We're working hard to realize our dream of creating the Ōkami sequel. Please be patient.
Sakata: We're a team passionate about Ōkami, working diligently to meet everyone's expectations. Thank you for your continued support.
Kamiya: This project is a personal dream, made possible by your cheers and support. Thank you to everyone, Capcom, and Machine Head Works. We'll create a game we hope you'll all enjoy. Please look forward to it.
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