"Ōkami 2: Capcom, Kamiya, and Machine Head on Sequel in Exclusive Interview"

Author: Zoe May 14,2025

Twenty years after the beloved original, the iconic goddess Amaterasu is set to grace our screens once again in a highly anticipated sequel to Ōkami. Announced with great fanfare at The Game Awards, this sequel is being helmed by the visionary director Hideki Kamiya, who has now established his own studio, Clovers, following his departure from Platinum Games. This project is being developed in collaboration with Capcom, the IP's owner, which is also serving as the publisher, and Machine Head Works, a studio of Capcom veterans that has supported recent titles including the Ōkami HD remake. With such a talented lineup, expectations are sky-high.

Despite the emotional teaser and the impressive team behind the project, details about the sequel remain scarce. Questions linger about whether it will be a direct follow-up, the driving forces behind its creation, and even the identity of the wolf featured in the trailer. To shed some light on these mysteries, IGN recently visited Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata in Osaka, Japan, for an in-depth interview.

L-R: Kiyohiko Sakata, Hideki Kamiya, Yoshiaki Hirabayashi. Image credit: IGN. Here's the full Q&A from that interview, lightly edited for clarity:

IGN: Kamiya-san, you've mentioned your departure from PlatinumGames was due to a divergence in creative direction. What core beliefs about game development do you hold dear, and how will they influence Clovers' work?

Hideki Kamiya: My decision to leave PlatinumGames in September 2023 stemmed from a feeling that the company was moving in a direction that didn't align with my vision. I believe that the personality of game creators significantly influences the user experience. At Clovers, I aim to foster an environment where I can pursue my creative goals freely.

What defines a Hideki Kamiya game? How would someone recognize your touch in a game without knowing you were the developer?

Kamiya: My goal isn't to label games as 'Kamiya games' but to craft unique experiences that players haven't encountered before. I focus on creating a distinct way for users to enjoy the game, which is central to my development process.

What is the connection between Clovers and Clover Studio, and does the clover plant hold special significance for you?

Kamiya: Clovers continues the legacy of Clover Studio, where I was proud to work. The name 'Clover' represents the fourth division of development under Capcom, symbolized by the four-leaf clover. Additionally, 'C-lover' stands for our love of creativity, which is core to our studio's ethos.

The Clovers studio logo.

Capcom seems heavily involved. Was the idea behind Clovers to maintain a close relationship with Capcom?

Yoshiaki Hirabayashi: From Capcom's perspective, we've always wanted to continue the Ōkami IP. When we learned of Kamiya's departure from PlatinumGames, it sparked the discussions that led to this project.

Tell us the story behind the Ōkami sequel. Why now, and how did this come about?

Hirabayashi: We've long sought an opportunity to revive Ōkami. The right timing and key personnel aligned when Kamiya left PlatinumGames.

Kamiya: I've always wanted to complete the Ōkami story, which I felt was unfinished. Casual discussions with friends, like Capcom's Jun Takeuchi, eventually turned into a concrete project after I left PlatinumGames.

Kiyohiko Sakata: As former Clover Studio members, Ōkami was a cherished IP. The stars aligned perfectly for us to move forward now.

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

Sakata: Machine Head Works is a new studio with roots in Capcom's Division Four. We act as a bridge between Clovers and Capcom, leveraging our experience with both and with the RE Engine, which we're using for this project. We also have team members who worked on the original Ōkami.

Hirabayashi: Machine Head Works assisted with the Ōkami PS4 port and more recent RE Engine games like Resident Evil 3 and 4.

Why choose the RE Engine for the Ōkami sequel?

Hirabayashi: The RE Engine is crucial to realizing Kamiya's artistic vision for this project.

Kamiya: It's known for its expressive capabilities, and we believe it will meet the high expectations set for this game.

Why has Ōkami been so special to Capcom despite its initial commercial performance?

Hirabayashi: Ōkami has a dedicated fanbase within Capcom's community. It's listed among our million-selling titles, showing its enduring appeal.

Kamiya: The game's reception has grown over time, and the fan reactions at The Game Awards and online have been overwhelmingly positive.

Have you assembled a dream team for the sequel? Are there plans to involve other former Clover members?

Kamiya: We have a talented team, including some original Ōkami developers, and we're confident this team is even stronger than before.

Kamiya-san, you mentioned wishing for a stronger team for the first Ōkami. Have you addressed that for the sequel?

Kamiya: Yes, we've gathered a highly skilled team, but development always presents challenges. I'm open to bringing in more talented individuals.

Hirabayashi: There are three routes to join this project.

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

Hirabayashi: I reviewed the DVD that came with the artbooks.

Kamiya: I was unaware of that DVD.

Sakata: My daughter played the Switch version and enjoyed its guidance system.

Hirabayashi: My daughter also played the Switch version, appreciating its beauty and inspiration.

Looking back at the original Ōkami, what are you most proud of, and what do you want to replicate in the sequel?

Kamiya: The inspiration from my hometown, Nagano Prefecture, and the game's narrative depth, which includes both beauty and darkness, are aspects I want to carry forward.

Since making the first Ōkami, how has game development and technology changed, and how will it influence the sequel?

Sakata: The original's hand-drawn style was challenging to achieve with PS2 hardware. Today's technology, especially the RE Engine, allows us to realize our original vision more fully.

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 that from Capcom's side.

Kamiya: Personally, I'd love to see the Virtual Console rebooted.

Can you share any big themes or ideas you want to explore in the sequel?

Kamiya: I have a clear vision of the story and themes I want to explore, which have been developing for years.

Hirabayashi: The sequel continues the story from the original game.

Kamiya: We aim to create a game that meets fans' expectations without simply replicating their requests.

Is the wolf in the trailer Amaterasu?

Hirabayashi: Yes, it is Amaterasu.

What are your feelings about Ōkamiden, and will it be acknowledged in the sequel?

Hirabayashi: We acknowledge the fans of Ōkamiden, but the sequel continues directly from the original Ōkami.

How will you approach the control system for the sequel, considering both modern audiences and original fans?

Kamiya: We're still in the early stages, but we'll consider what's best for modern games while respecting the original's controls.

The sequel is very early in development. Why announce it so early at The Game Awards?

Hirabayashi: We were excited and wanted to share that we're making this game possible.

Kamiya: Announcing it made it a reality, not just a dream, and a promise to fans.

Do you worry about fans' impatience during development?

Hirabayashi: We understand fans' eagerness, but we'll prioritize quality over speed and work diligently.

Sakata: We'll do our best to meet expectations without rushing.

Kamiya: We'll focus on creating a game we can be proud of, despite any impatience.

Was the teaser inspired by the video at the end of Ōkami showing Amaterasu running with trees springing up?

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

Hirabayashi: The trailer's music was inspired by the original, which fans recognized.

Kamiya: The composer, Rei Kondoh, brought the original spirit to the trailer.

What's inspiring you currently? What other media are you enjoying?

Kamiya: I'm inspired by Takarazuka stage shows, especially the Hana group. Their live performances and stage settings influence my work.

Sakata: I enjoy smaller stage groups like Gekidan Shiki, appreciating the live feeling and actor mistakes that add to the experience.

Hirabayashi: I'm inspired by movies, particularly the latest Gundam movie, Gundam GQuuuuuuX, for its emotional depth and perspective.

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

Hirabayashi: Personally, I want fans to enjoy it beyond their expectations.

Kamiya: Success for me is creating a game I personally enjoy, aligning with my vision.

Sakata: Success is when players, both seasoned and new, enjoy the game, and when the director is satisfied.

What does success look like for your respective studios in the next decade?

Sakata: Machine Head Works aims to continue creating games, ensuring the company thrives even as we approach retirement.

Kamiya: Clovers' goal is to grow our team with like-minded individuals to collaborate on creative projects.

A final message to the fans:

Hirabayashi: We're working hard to realize our dream of creating the Ōkami sequel. Please be patient.

Sakata: This project is driven by a team passionate about the IP. We're working hard to meet your expectations.

Kamiya: This project wouldn't be possible without your support. Thank you, and please look forward to what we're creating together with Capcom and Machine Head Works.