Twenty years after the original *Ōkami* captivated players, Amaterasu, the sun goddess and origin of all good, makes a stunning and unexpected return. Announced at The Game Awards, a sequel is in development, helmed by Hideki Kamiya, who, having recently departed PlatinumGames, formed his own studio, Clovers. Capcom, the IP owner, acts as publisher, supported by Machine Head Works, a studio comprised of Capcom veterans. This team blends seasoned developers with those who worked on the original *Ōkami*, ensuring the original vision flourishes.
Beyond the emotional teaser and star-studded team, details remain scarce. Is it a direct sequel? How did this project materialize after two decades? Was that truly Amaterasu in the trailer, or a wolf-like doppelganger? IGN recently interviewed director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata in Osaka, Japan, uncovering insights into the sequel's development and the unique studio partnerships.

Here’s a lightly edited transcript of their two-hour conversation:
IGN: Kamiya-san, you've discussed leaving 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?
Hideki Kamiya: Leaving Platinum after 16 years was a difficult decision. I felt the company's direction diverged from my own. Game creation hinges on the creators' personalities, shaping the player experience. My vision for Platinum differed from its trajectory, leading me to establish Clovers—a studio fostering an environment where I can realize my creative goals.
What defines a "Hideki Kamiya game"? How would someone recognize your work without knowing the creator?
Kamiya: I don't strive for a signature "Kamiya game" style. My focus is on crafting unique, unforgettable player experiences. That's my primary goal in the development process.
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 the 'C' in Clovers represents 'creativity,' a core studio value, repeated four times in our logo.

Capcom's involvement is substantial. Did you envision a close relationship with Capcom even before Clovers' inception?
Yoshiaki Hirabayashi: (Capcom) As the *Ōkami* IP owner, Capcom always desired a sequel. Kamiya's departure from Platinum prompted discussions about this project. The timing felt right.
Tell us the story behind the sequel. Why *Ōkami*? Why now?
Hirabayashi: Capcom sought the right opportunity and key personnel. Kamiya's departure presented that opportunity.
Kamiya: I always wanted an *Ōkami* sequel. The original story felt incomplete. Casual discussions with Takeuchi (Capcom producer) over the years culminated in this project after leaving Platinum.
Kiyohiko Sakata: (Machine Head Works) As a Clover Studio alumnus, *Ōkami* holds immense significance. The stars aligned for this sequel.
Introduce Machine Head Works and its role.
Sakata: Machine Head Works, a recent venture, evolved from Capcom Division Four, sharing roots with Kamiya. We act as a bridge between Clovers and Capcom, leveraging our experience with Capcom and the RE Engine, which Clovers' team is unfamiliar with. We also have *Ōkami* veterans on staff.
Hirabayashi: Sakata's team assisted with the PS4 *Ōkami* port and other recent RE Engine titles.
Why the RE Engine?
Hirabayashi: It's essential for realizing Kamiya's artistic vision. We couldn't achieve this without it.
Kamiya: RE Engine's expressive capabilities are renowned, aligning with expectations for this sequel.
Why the long-held interest in an *Ōkami* sequel despite initial commercial performance?
Hirabayashi: Millions of fans exist within the Capcom community. *Ōkami*'s sales have remained consistently strong over the years.
Kamiya: Initial development challenges limited reach, but subsequent releases and positive fan feedback demonstrated significant ongoing interest. The Game Awards announcement and the overwhelmingly positive fan reaction were incredibly encouraging.
Hirabayashi: *Ōkami*'s sales haven't followed the typical decline pattern, highlighting its unique appeal.
Kamiya: Fan enthusiasm, coupled with our desire to create, propelled this project forward.
Plans to involve other former Clover Studio members?
Kamiya: Several *Ōkami* veterans are involved through Machine Head Works. The current team is even stronger than the original, including talented individuals from PlatinumGames. We're always open to welcoming exceptional individuals.
You mentioned a stronger team this time around.
Kamiya: While development is unpredictable, a stronger team increases the chances of success. We've assembled a talented group.
Did you replay the original *Ōkami* recently?
Hirabayashi: I reviewed supplementary materials. My daughter played the Switch version, highlighting its accessibility to younger players.
Kamiya: I wasn't aware of the supplementary DVD.
Sakata: My daughter enjoyed the Switch version despite its age.
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 sequel aims to capture that same spirit, balancing beauty and darkness, appealing to players of all ages.
(IGN shows a picture; the interviewees decline comment.)
How has game development and technology evolved, influencing your approach to the sequel?
Sakata: The PS2's limitations forced compromises on the original's visual style. Now, with modern technology and the RE Engine, we can fully realize our initial vision.
Ōkami 2 Game Awards Teaser Screenshots






Opinions on the Nintendo Switch 2?
Hirabayashi: No comment.
Kamiya: I'd love a Virtual Console reboot.
Untold themes or stories from the original *Ōkami* you want to explore?
Kamiya: I have a detailed vision for the sequel's theme and story, building on ideas I've nurtured for years.
Hirabayashi: This sequel is a direct continuation of the original's story.
Was that Amaterasu in the Game Awards trailer?
Kamiya: I wonder…
Hirabayashi: Yes, it was Amaterasu.
How will *Ōkamiden* be acknowledged?
Hirabayashi: We acknowledge fan appreciation for *Ōkamiden*, but the sequel directly continues the original *Ōkami*'s storyline.
Thoughts on the control system?
Kamiya: We'll consider modern game conventions while retaining core elements of the original. What worked best then may not be optimal now.
Is the sequel very early in development?
Hirabayashi: Yes, we started this year.
Why announce it so early?
Hirabayashi: To share our excitement and demonstrate the project's viability.
Kamiya: The announcement transformed the project from a dream into a reality, a promise to the fans.
Concerns about fan anticipation and development time?
Hirabayashi: We understand the excitement, but we prioritize quality over speed.
Kamiya: We'll work diligently to meet expectations.
Connection between the ending video of the original *Ōkami* and 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 was inspired by the original game's score.
Kamiya: The composer, Rei Kondoh, also created the trailer's music.
What inspires you currently?
Kamiya: Takarazuka stage shows, particularly the Hana group, inspire me with their creative solutions to stage limitations.
Sakata: Smaller theatre groups like Gekidan Shiki, emphasizing the live performance aspect.
Hirabayashi: Recently, movies like *Gundam GQuuuuuuX*, showcasing diverse perspectives and emotional depth.
What constitutes success for the *Ōkami* sequel?
Hirabayashi: Exceeding fan expectations.
Kamiya: Creating a game I'm personally proud of and that fans enjoy.
Sakata: A game that's enjoyable for both experienced and new gamers, aligning with Kamiya's vision.
What are your studios' goals in 10 years? Future collaborations with Capcom? Developing your own IPs?
Sakata: Ensuring Machine Head Works continues creating games.
Kamiya: Building a strong team at Clovers, fostering collaboration and shared creative vision.
Closing messages to fans:
Hirabayashi: We're working hard on the sequel; please be patient.
Sakata: The team is dedicated and working to meet expectations.
Kamiya: Thank you for your support. We wouldn't be here without you. We hope you enjoy the sequel.