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

Authore: SadieUpdate:Apr 15,2025

Twenty years after the release of the original Ōkami, the revered deity Amaterasu, the source of all goodness and our universal mother, is set to make a stunning and unexpected comeback.

The announcement came during last year's Game Awards, revealing that a sequel to Ōkami is in the works. Hideki Kamiya, who recently parted ways with PlatinumGames, has founded his new studio, Clovers, and has taken the director's chair for this project. With the blessing of Capcom, the IP owner, and support from Machine Head Works, a studio filled with Capcom veterans that aided in the Ōkami HD remake, the sequel is backed by a team of exceptional talent, blending fresh faces with those who were part of the original Ōkami's journey.

While the teaser trailer and the names involved have stirred excitement, specifics about the sequel's content have been sparse. Is this a direct continuation of the story, or something different? Whose vision is driving the project, and how did it come to fruition after such a long hiatus? And was that really Amaterasu in the trailer, or a similar wolf?

In a recent visit to Osaka, Japan, IGN had the chance to delve into these questions with director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata. Despite being in the very early stages of development, the team shared insights into the sequel, their collaboration, and their respective studios.

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

Full Q&A with the Ōkami Sequel Development Team

**IGN: Kamiya-san, you've talked about leaving PlatinumGames due to differing directions. What beliefs about game development are important to you, and how do they shape Clovers' vision?**

**Hideki Kamiya:** In September 2023, I announced my departure from PlatinumGames after 16 years. The primary reason was a misalignment with the company's direction, though I can't delve into specifics. In game development, the creator's personality significantly impacts the user experience. I wanted an environment where I could pursue my vision, leading to the creation of Clovers after my exit from PlatinumGames.

**What defines a Hideki Kamiya game? How can players recognize your touch in a game?**

**Kamiya:** It's not about branding a game as a 'Kamiya game.' My focus is on delivering a unique experience to players, something they haven't felt before. This is what I strive to achieve in my development process.

**What is the connection between Clovers and Clover Studio, and does the clover symbol hold special meaning for you?**

**Kamiya:** Clovers continues the legacy of Clover Studio, where I worked with pride. Clover was Capcom's fourth development division, represented by the four-leaf clover. Additionally, 'C-lover' stands for our love of creativity, which is central to our studio's ethos.

The Clovers studio logo.

**Given Capcom's heavy involvement, was a close relationship with them part of your plan when starting Clovers?**

**Yoshiaki Hirabayashi:** From Capcom's side, we always wanted to continue the Ōkami IP. When we heard Kamiya had left PlatinumGames, we started discussions about the sequel. We needed the right team and timing to make it happen.

**How did the idea for the Ōkami sequel come about? Why now?**

**Hirabayashi:** We've always sought an opportunity for an Ōkami sequel. When the stars aligned, we seized the chance.

**Kamiya:** I've wanted to complete the Ōkami story since its inception 19 years ago. Discussions with friends at Capcom, especially Takeuchi, kept the dream alive. My departure from PlatinumGames made it possible to turn this vision into reality.

**Kiyohiko Sakata:** For those of us from Clover Studio, Ōkami is a cherished IP. Now, with all elements in place, it's the perfect time to move forward.

**Can you introduce Machine Head Works and explain its role in this project?**

**Sakata:** Machine Head Works is a recently established company, rooted in Capcom's fourth division like Kamiya. We act as a bridge between Clovers and Capcom, utilizing our experience with both parties and our familiarity with the RE Engine, which we're using for this project.

**Hirabayashi:** Machine Head Works also supported the PS4 port of Ōkami and has worked on recent RE Engine titles like Resident Evil 3 and 4.

**Why choose the RE Engine for the Ōkami sequel?**

**Hirabayashi:** [After a pause and laughter] Yes, the RE Engine is essential to realize Kamiya-san's artistic vision for this project.

**Kamiya:** The RE Engine is known for its expressive quality, which is what fans expect from this game.

**Given Ōkami's initial commercial performance, why has Capcom been keen on a sequel for so long?**

**Hirabayashi:** Ōkami has a dedicated fanbase within Capcom's community. Despite its age, it continues to attract players, making it a unique IP.

**Kamiya:** Initially, we worried about reaching a broad audience, but over the years, the game's reception has grown. The fan reactions to the sequel announcement at The Game Awards were overwhelming, reinforcing our commitment to this project.

**Are there plans to involve other former Clover Studio members in the sequel?**

**Kamiya:** Several original Ōkami team members are involved through Machine Head Works. Our current team is even more skilled than before, thanks to modern advancements and new talent.

**Have any of you replayed the first Ōkami around the announcement?**

**Hirabayashi:** I've reviewed the DVD that came with the artbooks but haven't had time to play the game.

**Kamiya:** I didn't know about that DVD.

**Sakata:** My daughter played the Switch version recently. She enjoyed the game's guidance, making it accessible despite its age.

**Hirabayashi:** My daughter also played the Switch version, seeing it as a beautiful and inspiring game, showing its appeal to both kids and adults.

**What are you most proud of from the original Ōkami that you want to replicate in the sequel?**

**Kamiya:** The original was inspired by my love for nature, a theme I want to carry into the sequel. The story's depth, with its mix of beauty and evil, is something I want players of all ages to experience.

**How have changes in game development and technology influenced your approach to the sequel?**

**Sakata:** The original Ōkami's hand-drawn style was challenging with the PS2 hardware. Today's technology, especially the RE Engine, allows us to achieve and surpass what we envisioned back then.

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 weren't fully covered in the original Ōkami?**

**Kamiya:** I have a clear vision for the sequel's theme and story, which I've been developing for years.

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

**Kamiya:** We're not just fulfilling fan requests but aiming to create a game that meets their expectations of fun.

**Is that Amaterasu in the Game Awards trailer?**

**Kamiya:** [laughs] I wonder.

**Hirabayashi:** Yes, it is Amaterasu.

**How do you feel about Ōkamiden? Will it be acknowledged in the sequel?**

**Hirabayashi:** We're aware of the fans' feedback on Ōkamiden. The sequel will continue directly from the original Ōkami's story.

**How will you address the control scheme for the sequel, considering the original's age?**

**Kamiya:** We're still early in development, but we'll consider modern standards while respecting the original's legacy.

**Is the sequel very early in development?**

**Hirabayashi:** Yes, we just started this year.

**Why announce it so early at the Game Awards?**

**Hirabayashi:** We were excited and wanted to share that we can make this game.

**Kamiya:** Announcing it made it real, not just a dream. It's a promise to our fans.

**Do you worry about fans' impatience during development?**

**Hirabayashi:** We understand fans' eagerness, but we'll work hard to deliver a quality game without rushing.

**Sakata:** We'll do our best.

**Hirabayashi:** We won't compromise quality for speed but won't delay unnecessarily either.

**Kamiya:** We'll focus on creating something great, despite any impatience.

**Was the Ōkami sequel teaser inspired by the video that plays after finishing the original Ōkami?**

**Sakata:** It wasn't directly inspired, but it reflects our commitment to the original game's vision.

**Hirabayashi:** The background music in the trailer, composed by Rei Kondoh, echoes the original game's spirit.

**Kamiya:** The song is a beloved piece from the original, composed by Kondoh, and it continues to inspire us.

**What currently inspires you? What games, books, movies, or music are you enjoying?**

**Kamiya:** The Takarazuka stage shows, especially the Hana group, inspire me. Their unique stage settings and live performances influence my game design.

**Sakata:** I enjoy smaller stage performances like Gekidan Shiki, valuing the live experience and the actors' real-time interaction.

**Hirabayashi:** I'm inspired by movies, particularly the latest Gundam film, Gundam GQuuuuuuX, for its emotional depth and varied perspectives.

**Kamiya:** I was recommended that movie today by my team.

**Hirabayashi:** The passion in the movie is something I admire as a creator.

**Sakata:** I haven't seen it, but the effort behind such a project is commendable.

**What does success for the Ōkami sequel look like to you?**

**Hirabayashi:** Personally, I want fans to enjoy the game beyond their expectations.

**Kamiya:** Success for me is creating a game I'm proud of, even if it doesn't align perfectly with fan expectations.

**Sakata:** Success is when players, both seasoned and new, enjoy the game. For Machine Head Works, it's about achieving the director's vision.

**What does success look like for your studios in the next decade? Do you see yourselves returning to Capcom, continuing this partnership, or developing new IPs?**

**Sakata:** In 10 years, I want Machine Head Works to keep creating games, regardless of specific goals or numbers.

**Kamiya:** Clovers aims to grow by gathering like-minded people. Our focus isn't on specific games but on collaboration and shared vision.

**Final messages to the fans:**

**Hirabayashi:** We're working hard to realize our dream of creating the Ōkami sequel. Please wait patiently.

**Sakata:** This project is driven by staff who love the series. We're working hard to meet everyone's expectations.

**Kamiya:** This project is deeply personal to me, but it wouldn't be possible without your cheers. Thank you to everyone, Capcom, and Machine Head Works. We hope you'll enjoy the sequel.

**Hirabayashi:** Your message was too perfect. Is that really you speaking?

**Kamiya:** [laughing] No, no, I'm just grateful to everyone.