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

Author : Zoe Mar 18,2025

Twenty years after the original *Ōkami* captivated players, Amaterasu, the sun goddess and mother of all that is good, makes a stunning and unexpected return. Announced at The Game Awards, a sequel is in development, helmed by Hideki Kamiya, who, having recently left PlatinumGames, formed his own studio, Clovers. Capcom, the IP owner, acts as publisher, supported by Machine Head Works—a studio comprised of Capcom veterans—who've contributed to several recent Capcom titles, including the *Ōkami* HD remake. This collaboration brings together a powerhouse team of seasoned developers and newcomers, united by a shared passion for realizing the original *Ōkami* vision.

Beyond the emotional teaser and the impressive names behind the project, details on the sequel have been scarce. Is it a direct sequel? How did this project, conceived after two decades, come to fruition? And was that truly Amaterasu in the trailer, or a remarkably similar wolf?

IGN recently sat down with director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata in Osaka, Japan, for a two-hour interview. The following Q&A, lightly edited for clarity, reveals insights into the *Ōkami* 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.

IGN: Kamiya-san, you've discussed your departure from PlatinumGames, citing a difference in development philosophies. You aimed to create games only you could make. What are your core beliefs, and how will they shape Clovers’?

Hideki Kamiya: It's complex. Leaving Platinum after 16 years in September 2023 stemmed from a divergence in our creative paths. I can't elaborate, but the creator's personality significantly impacts the player experience. My vision for Platinum differed from its trajectory, so I sought an environment where I could fully realize my creative goals. Clovers emerged from that desire, after leaving Platinum, by connecting with individuals who shared my vision.

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

Kamiya: I don't strive to create a signature "Kamiya game." My focus is on delivering unique experiences players haven't encountered before, crafting novel ways to engage with the game. This unique enjoyment is what I strive for during development and hope players recognize.

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

Kamiya: I wanted to continue using "Clovers," a name I'm proud of from my time at Clover Studio (Capcom's fourth development division). The four-leaf clover represents that division, a legacy I wish to uphold. Also, "C-lover" signifies "creativity," a core value of Clovers Studio, hence the four "C"s in our logo.

The Clovers studio logo.
The Clovers studio logo.

Capcom's heavily involved. Did you envision a close relationship with them even before Clovers? Is maintaining this close relationship the studio's aim?

Yoshiaki Hirabayashi: From Capcom's perspective, we've always wanted an *Ōkami* sequel. We love the IP and wanted to see it continue, a sentiment shared by [Capcom producer Jun] Takeuchi. Discussions for this project began after hearing about Kamiya's departure from Platinum.

Tell us the story: Why *Ōkami*? Why now? How did the pitch happen?

Hirabayashi: Capcom has always sought the opportunity. We needed key people in place. The opportunity presented itself when Kamiya left his previous company.

Kamiya: I've always wanted an *Ōkami* sequel. The original story felt incomplete. While at Platinum, this wasn't possible, but casual discussions with Takeuchi always included this dream. Leaving Platinum made it a reality.

Kiyohiko Sakata: As a Clover Studio member, *Ōkami* was vital. The timing felt right, not just commercially, but because the stars aligned.

Introduce Machine Head Works: What do you do, and how are you involved?

Sakata: Machine Head Works is a recent company, stemming from M-Two (closely working with Capcom on branding) and Capcom Division Four (Kamiya's roots). We act as a bridge between Clovers and Capcom, leveraging our experience with both. We also have RE Engine expertise, assisting Clovers, and former *Ōkami* developers are on our team.

Hirabayashi: Sakata-san's team helped with the PS4 port of *Ōkami* and more recent RE Engine titles like *Resident Evil 3* and *Resident Evil 4*.

Why RE Engine? What advantages does it offer for the *Ōkami* sequel?

Hirabayashi: We believe that without RE Engine, Kamiya-san's artistic vision wouldn't be possible.

Kamiya: RE Engine is known for its expressive capabilities, and we aim to deliver that level of quality.

*Ōkami*'s commercial performance at launch might surprise some, given Capcom's long-term interest. Why is *Ōkami* so special to Capcom?

Hirabayashi: Millions of *Ōkami* fans exist within the Capcom fanbase. Sales have remained steady over the years, unlike typical game sales trends. It’s a unique IP with lasting appeal.

Kamiya: Initially, we underestimated *Ōkami*'s reach. Later versions and social media feedback revealed its enduring popularity. The TGA announcement's reaction showed the immense anticipation for a sequel.

You’ve assembled a dream team. Are there plans to involve other former Clover members? Was there a former Platinum directors' drinking party involved in discussions?

Kamiya: Several original *Ōkami* developers are involved through Machine Head Works. The current team is even stronger than the original, boosted by talented individuals, including some from Platinum.

You mentioned in an interview with Ikumi Nakamura wishing for a stronger team for the original *Ōkami*. It sounds like you've addressed that.

Kamiya: Yes, while development is unpredictable, a stronger team increases our chances of success. We've assembled a fantastic team, but we're always open to more great people.

Did you replay the original *Ōkami* around the announcement?

Hirabayashi: I reviewed materials, including the DVD with cut content.

Kamiya: I didn't know that DVD existed!

Sakata: My daughter played the Switch version. *Ōkami*'s intuitive guidance makes it accessible even to younger, less experienced gamers.

Hirabayashi: My daughter, too, enjoyed the Switch version, seeing it as a beautiful, inspiring game, highlighting its broad appeal.

Looking back, what are you most proud of in the original *Ōkami*? What aspects do you want to replicate in the sequel?

Kamiya: My love for my hometown, Nagano Prefecture, influenced the game's creation. The sequel will maintain that spirit. *Ōkami* isn't just a happy story; it features loss and tragedy, making it a powerful experience. I aim for broad appeal, encompassing the beauty of nature, the presence of evil, and a compelling narrative.

[Question about a picture, answered with no comment.]

How has game development and technology changed since the original *Ōkami*, and how will this influence the sequel?

Sakata: The original *Ōkami*’s hand-drawn style presented technical challenges on the PS2. Today's technology, particularly RE Engine, allows us to realize our original vision and go beyond.

*Ōkami 2* Game Awards Teaser Screenshots

Opinions on the Nintendo Switch 2?

Hirabayashi: We can't comment on the Nintendo Switch 2.

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

Can you share any themes or story ideas from the original *Ōkami* you want to explore further in the sequel?

Kamiya: I have a detailed idea for the sequel’s theme and story, developed over several years. It’s a continuation of the original’s narrative.

Hirabayashi: The sequel is a continuation of the original *Ōkami*'s story.

Is it Amaterasu in the Game Awards trailer?

Kamiya: I wonder…

Hirabayashi: Yes, it is Amaterasu.

Will *Ōkamiden* be acknowledged?

Hirabayashi: We acknowledge the game and its fanbase, but the sequel is a direct continuation of the original *Ōkami*'s story.

How will the control system be approached, balancing modern expectations with the preferences of original fans?

Kamiya: We’ll consider what works best for modern gaming while respecting the original's essence. We won't disregard the original, but we will explore improvements.

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 wanted to share our excitement and confirm that this was a project we were committed to.

Kamiya: It was a relief to make the announcement, transforming the dream into a reality and a promise to fans.

Do you worry about fan anticipation and the time it will take to develop the game?

Hirabayashi: We understand the anticipation, but we'll prioritize quality over speed. We won't rush the development.

Kamiya: We’ll work hard to meet expectations. Please be patient.

[Question about a video shown after completing *Ōkami*, answered with discussion about inspiration for the trailer.]

What are you currently enjoying? Games, books, movies, music?

Kamiya: Takarazuka stage shows, particularly the Hana group, inspire me with their stagecraft and ability to create compelling scenes without cuts or CGI.

Sakata: Smaller stage performances, like Gekidan Shiki, with their live feel and close audience interaction. The spontaneity and imperfections add to the experience.

Hirabayashi: Movies, recently recommended *Gundam GQuuuuuuX*, which showcases diverse perspectives and evokes different emotions in viewers.

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

Hirabayashi: Exceeding fan expectations and creating something truly enjoyable.

Kamiya: Personally, success is creating something I'm proud of and that I would enjoy playing. Alignment with fan expectations is the ideal outcome.

Sakata: A happy development team, strong sales, and, most importantly, player enjoyment. For Machine Head Works, success is achieving Kamiya-san's vision.

In 10 years, what will define success for your studios? Will you continue working with Capcom, or develop your own IPs?

Sakata: A continued existence, creating games even 10 years from now. The goal isn't a specific number of employees or games, but sustained success.

Kamiya: For Clovers, success is building a team of like-minded individuals who can collaborate effectively. It's not about specific projects, but a collaborative environment.

[Closing messages from Hirabayashi, Sakata, and Kamiya to the fans.]