"Exclusive: Ōkami 2 Sequel Insights from Capcom, Kamiya, and Machine Head"
Two decades after the enchanting debut of the original Ōkami, the revered deity Amaterasu, celebrated as the wellspring of all that is benevolent and the maternal figure to us all, is poised for a triumphant return in an eagerly anticipated sequel. Announced at The Game Awards last year, this sequel is being crafted under the direction of Hideki Kamiya, who has recently established his new studio, Clovers, after parting ways with Platinum Games. Kamiya's vision for the sequel is supported by Capcom, the IP's owner and publisher, and Machine Head Works, a studio of Capcom veterans that has contributed to several recent Capcom projects, including the Ōkami HD remake. This collaboration promises a fusion of seasoned expertise and fresh talent dedicated to enhancing the original Ōkami vision.
Despite an emotional teaser and the impressive lineup behind the project, details about the sequel remain scarce. Questions linger about whether it will be a direct sequel or something different, the origins of the project, and the identity of the wolf featured in the trailer. To shed light on these mysteries, IGN recently conducted an in-depth interview with director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata at their base in Osaka, Japan. Here's the full Q&A, which has been edited for clarity:
L-R: Kiyohiko Sakata, Hideki Kamiya, Yoshiaki Hirabayashi. Image credit: IGN.
IGN: Kamiya-san, you've discussed your reasons for leaving PlatinumGames, citing a divergence in direction from your beliefs as a developer. You expressed a desire to create games that only Hideki Kamiya could make. What are the core beliefs about game development that you hold dear, and how do you envision them shaping Clovers' future?
Hideki Kamiya: Leaving PlatinumGames in September 2023 after 16 years was a significant decision. I felt the company was moving in a direction that didn't align with my vision for game creation. Game development is deeply influenced by the personality of its creators, which directly impacts the user experience. That's why I founded Clovers after leaving Platinum, seeking an environment where I could fully realize my creative aspirations.
IGN: What defines a Hideki Kamiya game? How would someone recognize your touch in a game without knowing your involvement?
Kamiya: A Hideki Kamiya game doesn't need to be labeled as such. My focus is on crafting unique experiences that offer players something they haven't felt before. I strive to create games that are enjoyable in a distinctive way.
IGN: Is there any connection between Clovers and the original Clover Studio? Does the clover symbol hold special meaning for you?
Kamiya: The name Clovers is a continuation of my pride in the original Clover Studio, which was Capcom's fourth development division. The four-leaf clover represents this division, and it's a symbol I wish to carry forward. Additionally, the name can be seen as 'C-lover,' with 'C' standing for creativity, a value cherished by our studio.
The Clovers studio logo.
IGN: It sounds like you envisioned a close relationship with Capcom from the start of Clovers, even before the Ōkami sequel came into play. Is maintaining a strong connection with Capcom a key part of Clovers' strategy?
Yoshiaki Hirabayashi: From Capcom's perspective, we always cherished the Ōkami IP and hoped to continue its legacy. When we learned of Kamiya's departure from his previous company, we initiated discussions for this project.
IGN: Can you share the story behind the decision to create the Ōkami sequel? Why now, and who initiated the project?
Hirabayashi: We were always seeking the right moment to revive Ōkami. When the opportunity arose with Kamiya's availability, we seized it.
Kamiya: I've always wanted to complete the Ōkami story, which felt unfinished after the first game. Conversations with friends at Capcom, like Jun Takeuchi, fueled this desire. Leaving Platinum allowed me to pursue this dream.
Kiyohiko Sakata: As someone from the original Clover Studio, Ōkami is deeply meaningful to me. With all elements aligning perfectly, now was the ideal time to move forward with the sequel.
IGN: Could 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, similar to Kamiya's origins. We serve as a bridge between Clovers and Capcom, bringing our experience with Capcom's titles and the RE Engine to aid in the development of the Ōkami sequel.
Hirabayashi: Machine Head Works also contributed to the Ōkami PS4 port and other RE Engine games like Resident Evil 3 and Resident Evil 4.
IGN: Why choose the RE Engine for the Ōkami sequel? What specific benefits does it offer for your vision?
Hirabayashi: [After a pause] Yes, the RE Engine is crucial for realizing Kamiya-san's artistic vision for this project.
Kamiya: The RE Engine is renowned for its expressive capabilities, and fans expect that level of quality from us.
IGN: Given Ōkami's initial commercial performance, why has it remained so special to Capcom?
Hirabayashi: Despite its age, Ōkami has a dedicated fanbase. Its steady sales and ongoing popularity among Capcom fans underscore its enduring appeal.
Kamiya: The response to the sequel announcement at The Game Awards was overwhelming, reinforcing the strong connection fans have with Ōkami. Their enthusiasm and support are what drive us forward.
IGN: Have you considered involving other former Clover Studio members in the sequel?
Kamiya: Several original Ōkami team members are involved through Machine Head Works. We've assembled a more skilled and powerful team than before, ensuring the sequel will surpass expectations.
IGN: Did any of you replay the first Ōkami around the announcement of the sequel?
Hirabayashi: I reviewed the game's cut content on a DVD included with the artbooks.
Kamiya: I was unaware of that DVD's existence.
Sakata: My daughter recently played the Switch version and enjoyed its guidance, despite its older format.
IGN: Looking back, what are you most proud of from the original Ōkami, and what do you hope to replicate in the sequel?
Kamiya: The original Ōkami was inspired by my love for nature, reflecting my roots in Nagano Prefecture. The sequel will continue to explore the beauty of nature alongside the darker elements of the story, aiming to captivate players of all ages.
IGN: How have changes in game development and technology influenced your approach to the sequel?
Sakata: The original Ōkami on PS2 aimed for a hand-drawn aesthetic, which was challenging with the technology of the time. Today, with the RE Engine, we can achieve the vision we had back then and more.
Okami 2 Game Awards Teaser Screenshots
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IGN: Can you discuss any themes or story elements from the first Ōkami that you feel were underexplored and want to delve into in the sequel?
Kamiya: I have a clear vision for the sequel's theme and story, which has been developing in my mind for years. We aim to deliver a continuation of the original narrative while meeting fan expectations.
Hirabayashi: The sequel is indeed a continuation of the story from the original game.
IGN: Was the wolf in the trailer Amaterasu?
Hirabayashi: Yes, it is Amaterasu.
IGN: How do you view Ōkamiden, and will it be acknowledged in the sequel?
Hirabayashi: We recognize Ōkamiden's fanbase and their feedback. The sequel will focus on continuing the story from the original Ōkami.
IGN: How will you approach the control system for the sequel, considering the original game's controls may feel outdated to modern audiences?
Kamiya: We're still early in development, but we'll consider both the original control schemes and modern standards to create the best play feel.
IGN: Given the early stage of development, why announce the sequel at The Game Awards last year?
Hirabayashi: We were excited to share the news and assure fans that the sequel is happening.
Kamiya: Announcing the sequel turned it from a dream into a promise to fans worldwide.
IGN: Are you concerned about fan impatience during the development process?
Hirabayashi: We understand fans' eagerness but assure them that we're committed to delivering a high-quality game without sacrificing speed.
Sakata: We will do our best to meet expectations.
IGN: Was the prototype video at the end of Ōkami an inspiration for the sequel teaser?
Sakata: The teaser wasn't directly inspired by the prototype, but it reflects our commitment to the original game's spirit.
Hirabayashi: The teaser's background music, composed by Rei Kondoh, echoes the original game's spirit.
Kamiya: Rei Kondoh's work on the trailer music embodies the original's essence.
IGN: What inspires you creatively at the moment?
Kamiya: I draw inspiration from Takarazuka stage shows, particularly the Hana group. Their unique approach to storytelling without CG influences my game design.
Sakata: I enjoy smaller stage performances by Gekidan Shiki, appreciating the live, unscripted elements that resonate with game design.
Hirabayashi: The latest Gundam movie, Gundam GQuuuuuuX, inspires me with its emotional depth and diverse perspectives.
IGN: What would define success for the Ōkami sequel?
Hirabayashi: Personally, I want fans to enjoy the game and for it to exceed their expectations.
Kamiya: Success for me is creating a game I'm proud of and that aligns with my vision, even if it doesn't always meet every fan's expectation.
Sakata: From a creative standpoint, success is when players enjoy the game, including those new to gaming.
IGN: Looking ten years ahead, what are your goals for your studios, and do you envision returning to Capcom or continuing to collaborate?
Sakata: My goal is for Machine Head Works to continue creating games, even as we near retirement.
Kamiya: Clovers aims to grow by attracting like-minded individuals to collaborate on future projects.
IGN: Any final messages for the fans?
Hirabayashi: Thank you for your support. We're working hard to realize our dream of creating the Ōkami sequel. Please be patient.
Sakata: This project is driven by our love for the series. We're committed to meeting everyone's expectations.
Kamiya: This project is a personal dream, made possible by your cheers and support. Thank you, and please look forward to what we have in store.
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