Twenty years after the original Ōkami's release, Amaterasu, the sun goddess and source of all goodness, makes a surprising return in a highly anticipated sequel. Revealed at last year's Game Awards, the project reunites director Hideki Kamiya, now heading his own studio, Clovers, with Capcom (publisher) and Machine Head Works (a studio comprised of Capcom veterans). This collaboration blends seasoned Ōkami developers with fresh talent, promising a stellar team dedicated to realizing their vision.
While initial details were scarce—the nature of the sequel, its origins, and even Amaterasu's actual presence in the teaser—IGN recently conducted a comprehensive interview with Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata in Osaka. The following Q&A, lightly edited for clarity, unveils the story behind this long-awaited project.
IGN: Kamiya-san, you've discussed your departure from PlatinumGames, citing a difference in development philosophies. You aimed to create games uniquely "Hideki Kamiya." What are your core beliefs, and how will they shape Clovers?
Kamiya: It's complex. Leaving Platinum after 16 years stemmed from a divergence in our development approaches. I can't elaborate, but a game's personality heavily influences the player experience. My vision for Platinum differed from theirs, leading me to establish Clovers—a post-Platinum decision—to foster an environment conducive to my creative goals.
IGN: What defines a "Hideki Kamiya" game?
Kamiya: I don't strive to explicitly brand my games. My focus is on delivering unique, unprecedented gameplay experiences that players haven't encountered before.
IGN: The connection between Clovers and Clover Studio? Is the clover significant?
Kamiya: The name continues the legacy of Clover Studio, Capcom's fourth development division. The four-leaf clover symbolizes that heritage, and the "C" in "C-lover" represents creativity, a core value of Clovers.
IGN: Capcom's involvement is substantial. Was a close relationship with Capcom envisioned even before Clovers' formation?
Hirabayashi: (Capcom) We've always wanted an Ōkami sequel. It's a beloved IP. Kamiya's departure from his previous studio presented the opportunity, and discussions began immediately.
IGN: The story behind the sequel? Why Ōkami? Why now?
Hirabayashi: We've sought this opportunity for a long time, waiting for the right elements to align.
Kamiya: I've always wanted an Ōkami sequel. The original's story felt incomplete. Casual discussions with Takeuchi (Capcom producer) over the years culminated in this opportunity after leaving Platinum.
Sakata: (Machine Head Works) As former Clover Studio members, Ōkami holds immense significance. The timing felt right, given the circumstances.
IGN: Introduce Machine Head Works.
Sakata: A newly formed company, stemming from Capcom's Division Four (like Kamiya's background), acting as a bridge between Clovers and Capcom. We leverage our experience with Capcom and the RE Engine, assisting Clovers' developers unfamiliar with the engine. We also have Ōkami veterans on our team.
Hirabayashi: Sakata's team assisted with the PS4 port of Ōkami. Their RE Engine expertise is invaluable, particularly for Resident Evil 3 and 4.
IGN: Why RE Engine?
Hirabayashi: It's essential for realizing Kamiya-san's artistic vision.
Kamiya: RE Engine's expressive capabilities are renowned, and that level of quality is expected.
IGN: Ōkami's commercial performance wasn't initially stellar. Why the enduring interest from Capcom?
Hirabayashi: Millions of fans exist within the Capcom fanbase. Ōkami's sales have remained consistently strong over the years.
Kamiya: Initial development limitations may have impacted reach, but subsequent releases and social media feedback reveal significant ongoing appreciation. The Game Awards announcement's enthusiastic response was overwhelming.
IGN: The dream team assembled. Plans to involve other former Clover members?
Kamiya: Several original Ōkami developers are involved through Machine Head Works. The current team is even stronger than the original, incorporating talent from PlatinumGames.
IGN: You mentioned wishing for a stronger team initially.
Kamiya: Yes (referencing an interview with Ikumi Nakamura). While development challenges are inevitable, a stronger team increases the chances of success.
IGN: Did you replay the original Ōkami recently?
Hirabayashi: I reviewed materials, including a DVD with cut content.
Kamiya: I wasn't aware of that DVD.
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.
IGN: What are you most proud of in the original Ōkami?
Kamiya: My love for my hometown (Nagano Prefecture) heavily influenced the game's creation. The balance of beauty, darkness, and compelling narrative is something I want to replicate and enhance.
(A picture was shown, but the interviewees declined to comment.)
IGN: How has game development evolved, influencing your approach to the sequel?
Sakata: The PS2's limitations necessitated compromises in achieving the desired hand-drawn style. Modern technology allows us to fully realize that vision and surpass it with RE Engine.
Okami 2 Game Awards Teaser Screenshots
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IGN: Opinions on the Nintendo Switch 2?
Hirabayashi: No comment from Capcom.
Kamiya: Personally, I'd love to see a Virtual Console revival.
IGN: Untold themes or stories from the first Ōkami you want to explore?
Kamiya: I have a detailed concept, brewing for years, which I'm eager to share.
Hirabayashi: The sequel is a direct continuation of the original Ōkami's story.
Kamiya: I monitor fan expectations, but our goal isn't to simply fulfill requests; it's to create the best possible game.
IGN: Is that Amaterasu in the Game Awards trailer?
Kamiya: I wonder...
Hirabayashi: Yes, it is Amaterasu.
IGN: Acknowledging Ōkamiden?
Hirabayashi: We're aware of fan opinions on Ōkamiden, but the sequel directly continues the original Ōkami's narrative.
IGN: Balancing control schemes for modern and original fans?
Kamiya: We'll consider modern expectations while retaining Ōkami's essence. What worked then may not be optimal now.
IGN: The sequel is very early in development?
Hirabayashi: Yes, started this year.
IGN: Why the early Game Awards announcement?
Hirabayashi: To express our excitement and demonstrate our commitment to the project.
Kamiya: It solidified the project's reality and served as a promise to fans.
IGN: Concerns about fan anticipation and development time?
Hirabayashi: We understand the excitement, but quality won't be sacrificed for speed.
Kamiya: We'll work diligently, and fans' patience is appreciated.
Sakata: We'll do our best.
IGN: The post-credits video in the original Ōkami—was that inspiration for the sequel teaser?
Sakata: Not direct inspiration, but it reflects our commitment to the original game's vision.
Hirabayashi: The trailer's music, composed by Rei Kondoh, evokes the original game's spirit.
Kamiya: Rei Kondoh's music is iconic, and his involvement maintains that connection.
IGN: Inspirations?
Kamiya: Takarazuka stage shows, particularly the Hana group, inspire me with their creative stagecraft and ability to convey emotion without cuts or CGI.
Sakata: Gekidan Shiki and smaller theater groups, emphasizing the live performance aspect and the organic feel of live theater.
Hirabayashi: Movies, recently Gundam GQuuuuuuX, which showcases diverse perspectives and emotional depth.
IGN: Defining success for the Ōkami sequel?
Hirabayashi: Surpassing fan expectations.
Kamiya: Creating a game I'm personally proud of, aligning with fan enjoyment as much as possible.
Sakata: A game that both seasoned and new gamers can appreciate. Ultimately, achieving the director's vision.
IGN: Success for your studios in 10 years? Future collaborations with Capcom? Developing your own IPs?
Sakata: Ensuring Machine Head Works continues creating games, even beyond our tenures.
Kamiya: For Clovers, it's about building a collaborative team sharing a common creative spirit.
(Final messages to fans):
Hirabayashi: We're working hard to deliver the sequel. Please be patient.
Sakata: The team is passionate and dedicated to creating a game that meets expectations.
Kamiya: Thank you for your support. This wouldn't be possible without your enthusiasm. We'll continue to treasure this collaboration. Look forward to it!