Ōkami 2 — Capcom, Hideki Kamiya, and Machine Head Discuss Hotly Anticipated Sequel in Exclusive Interview
Twenty years after the original Ōkami captivated players, Amaterasu, the sun goddess and source of all goodness, makes a stunning return in an unexpected sequel. Revealed at last year's Game Awards, this highly anticipated project is under development, helmed by Hideki Kamiya, who, having recently departed PlatinumGames, established his own studio, Clovers. Capcom, the IP owner, acts as publisher, collaborating with Machine Head Works, a studio composed of Capcom veterans, who previously contributed to the Ōkami HD remake and other recent Capcom titles. This team boasts a remarkable blend of seasoned developers from the original Ōkami and fresh talent, promising a truly exceptional experience.
While initial details were scarce, beyond a moving teaser and the impressive team behind it, IGN recently secured a revealing interview. Despite the project's early stages, director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata shared insights into the sequel's origins, their partnership, and their respective studios. The following is an edited transcript of their two-hour conversation:
IGN: Kamiya-san, you've discussed your departure from PlatinumGames, citing a divergence in creative philosophies. You aimed to create games uniquely yours. What are your core game development beliefs, and how will they shape Clovers'?
Kamiya: It's complex. Leaving Platinum after 16 years stemmed from a feeling that the company's direction clashed with my own. I can't elaborate, but the creator's personality heavily influences the player experience. My vision for development at Platinum differed from theirs, leading me to seek an environment where I could pursue my creative goals. Clovers emerged from this, not as a pre-departure plan, but as a response. Discussions with colleagues solidified my desire to create a studio fostering my creative vision.
IGN: What defines a "Hideki Kamiya game"? How would someone recognize your work without knowing the creator?
Kamiya: I don't believe my games need a signature label. My focus is on crafting unique, unprecedented experiences for players. That's my priority during development, and it's what I strive to convey to my audience.
IGN: What's the connection between Clovers and Clover Studio? Does the clover hold special significance?
Kamiya: The name Clovers is a continuation of my pride in the original Clover Studio, Capcom's fourth development division. The four-leaf clover symbolizes that division, and I wanted to maintain that legacy. Also, "C-lover" represents "creativity," a core value at Clovers, hence the four "C"s in our logo.
IGN: Capcom's involvement is substantial. Did you envision a close relationship with Capcom even before Clovers' inception?
Hirabayashi: (Capcom) As Kamiya-san was the original Ōkami director, and we at Capcom cherish the IP and desired a sequel, discussions began upon hearing of his departure. We'd always sought the opportunity, and his departure presented it.
IGN: How did the sequel idea materialize? Why Ōkami? Why now?
Hirabayashi: Capcom continually sought the chance to create a sequel. It required key personnel, and Kamiya-san's departure presented that opportunity.
Kamiya: I've always wanted an Ōkami sequel. The original's story felt incomplete. While at Platinum, I couldn't pursue it, but casual discussions with Takeuchi-san (Capcom) always included this dream. Leaving Platinum made it a reality.
Sakata: (Machine Head Works) As a Clover Studio member, Ōkami was incredibly important. The timing felt right for a sequel, not just commercially, but due to the alignment of various factors.
IGN: Introduce Machine Head Works. What's your role?
Sakata: Machine Head Works is a new studio, building on M-Two's close relationship with Capcom. Our roots are in Capcom's Division Four, the same as Kamiya-san's. We bridge Clovers and Capcom, leveraging our experience with Capcom's needs and Kamiya-san's previous collaborations. We also have experience with the RE Engine, which Clovers doesn't, and staff who worked on the original Ōkami.
Hirabayashi: Sakata-san's team assisted with the PS4 port of Ōkami, and also with Resident Evil 3 and Resident Evil 4.
IGN: Why RE Engine?
Hirabayashi: It's crucial to realizing Kamiya-san's artistic vision. We couldn't achieve this without it.
Kamiya: RE Engine is known for its expressive capabilities, and we believe it's the expected standard of quality.
IGN: Ōkami's commercial performance wasn't initially stellar. Why has Capcom remained dedicated to the IP?
Hirabayashi: Capcom has a vast Ōkami fanbase. The PS2 version came out nearly 20 years ago, and millions of fans exist. The game has maintained a steady stream of players over the years.
Kamiya: Initially, we felt the game's reach might be limited. But later versions and social media feedback revealed significant enduring appreciation. The Game Awards announcement and subsequent fan reactions were incredibly moving.
Hirabayashi: Ōkami's sales figures show consistent player engagement, unlike most games which see a steady decline.
Kamiya: Fan enthusiasm and our own desire fueled the sequel's creation. Their support is essential.
IGN: You've assembled a dream team. Are other former Clover members involved?
Kamiya: Several original Ōkami team members are involved through Machine Head Works. The current team is even stronger than the original, including talented individuals from PlatinumGames.
IGN: You mentioned wanting a stronger team for the original. It seems you've achieved that.
Kamiya: Yes, as discussed with Ikumi Nakamura. While development always has unforeseen challenges, a stronger team increases the chances of success.
IGN: Did you replay Ōkami before the announcement?
Hirabayashi: I reviewed materials, including a DVD with cut content.
Kamiya: I didn't know that DVD existed!
Sakata: My daughter played the Switch version. It's a great game, guiding players well, even for younger, less experienced gamers.
Hirabayashi: My daughter also played it, and her perspective highlighted its beauty and inspirational qualities, appealing to both adults and children.
IGN: What are you most proud of in the original Ōkami?
Kamiya: My love for my hometown in Nagano Prefecture, a nature-rich area, heavily influenced the game's creation. The sequel will retain that spirit, balancing the beauty of nature with the story's inherent darkness and the emotional journey of loss and perseverance. I want people of all ages to enjoy it.
IGN: (Showing a picture – response omitted)
IGN: How has game development and technology changed since the original Ōkami?
Sakata: The PS2's limitations forced compromises on the original's hand-drawn style. Today's technology, especially RE Engine, allows us to realize the original vision and surpass it.
Ōkami 2 Game Awards Teaser Screenshots
IGN: Thoughts on the Nintendo Switch 2?
Hirabayashi: No comment.
Kamiya: I'd love to see a Virtual Console reboot.
IGN: Can you reveal any themes or story elements from the original Ōkami that you want to explore further?
Kamiya: I have a detailed concept, a theme and story that's been developing for years.
Hirabayashi: The sequel is a continuation of the original story.
Kamiya: I'm attentive to fan expectations, but we won't simply create what's requested. We aim to exceed expectations while staying true to the essence of Ōkami.
IGN: Is that Amaterasu in the Game Awards trailer?
Kamiya: I wonder...
Hirabayashi: Yes, it is Amaterasu.
IGN: Will Ōkamiden be acknowledged?
Hirabayashi: We're aware of fan opinions on Ōkamiden, and the sequel is a direct continuation of the original Ōkami's storyline.
IGN: Balancing modern control schemes with the preferences of original fans?
Kamiya: We'll consider modern standards while respecting the original. What worked then may not be optimal now.
IGN: The sequel is very early in development?
Hirabayashi: Yes, we started this year.
IGN: Why announce it so early?
Hirabayashi: To express our excitement and confirm the project's viability.
Kamiya: The announcement transformed the project from a dream into a tangible reality, a promise to fans.
IGN: Worries about fan anticipation?
Hirabayashi: We'll work hard, prioritizing quality over speed.
Kamiya: We'll focus on creating a game we're proud of.
IGN: The post-game video in Ōkami, showing Amaterasu running, was it inspiration for the sequel's teaser?
Sakata: Not direct inspiration, but it reflects the sequel's adherence to the original's spirit.
Hirabayashi: The trailer's music, by the original composer, Rei Kondoh, evoked the original game's atmosphere.
Kamiya: Rei Kondoh's music is a key element connecting the original and the sequel.
IGN: What inspires you currently?
Kamiya: Takarazuka stage shows, particularly the Hana group, inspire me with their creative problem-solving in stagecraft.
Sakata: Gekidan Shiki and smaller theatre groups, emphasizing the live performance aspect and the unique experience each show offers.
Hirabayashi: Movies, recently Gundam GQuuuuuuX, showcasing diverse perspectives and emotional depth.
IGN: What defines success for the Ōkami sequel?
Hirabayashi: Exceeding fan expectations.
Kamiya: Creating a game I'm personally proud of, a game that I would enjoy.
Sakata: A game that's enjoyable for both experienced and new gamers, fulfilling 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 own careers.
Kamiya: For Clovers, building a team of like-minded collaborators, fostering a creative environment.
Final Messages to Fans:
Hirabayashi: We're working hard on the sequel. Please be patient.
Sakata: The team's passion for the IP fuels our efforts to meet your expectations.
Kamiya: Thank you for your support. This wouldn't be possible without your enthusiasm. We're committed to creating a game you'll enjoy. Please look forward to it.
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