"Ōkami 2: Exclusive Interview with Capcom, Kamiya, and Machine Head on Sequel"
Twenty years after the enchanting debut of the original Ōkami, the revered deity Amaterasu, the embodiment of all that is good and the nurturing force of life, is poised to make a spectacular return. Announced at The Game Awards last year, the much-anticipated sequel to Ōkami is now in development. Hideki Kamiya, having recently parted ways with Platinum Games, has established his new studio, Clovers, and taken on the directorial role. This endeavor is supported by Capcom, the IP owner and publisher, and Machine Head Works, a studio with Capcom veterans that contributed to the Ōkami HD remake among other titles. The team behind this sequel is a blend of seasoned developers from the original game and fresh talent, all dedicated to expanding the legacy of Ōkami.
While the teaser trailer stirred emotions and showcased the involvement of key figures, details about the sequel have been scarce. Questions linger about its narrative direction, the driving force behind its creation, and whether the wolf in the trailer is indeed Amaterasu. To shed light on these mysteries, IGN recently visited the project's headquarters in Osaka, Japan, to interview director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata. In a comprehensive two-hour session, they discussed the Ōkami sequel, their collaborative efforts, and the future of their studios.
L-R: Kiyohiko Sakata, Hideki Kamiya, Yoshiaki Hirabayashi. Image credit: IGN. Here's the full Q&A of that interview, which has been lightly edited for clarity:
IGN: Kamiya-san, you've talked before about why you left PlatinumGames. You said you were feeling it was going in a different direction from your beliefs as a developer. And you said you wanted to make games that only Hideki Kamiya could make. What beliefs about developing games are important to you and how do you expect them to shape Clovers'?
Hideki Kamiya: It's a complex question. In September 2023, after about 16 years at Platinum, I announced my departure. The primary reason was a divergence in vision; I felt the company was moving in a direction contrary to my own aspirations. While I can't delve into specifics, the personality of game creators is crucial and directly influences the player's experience. This misalignment in development goals led me to seek a new path where I could realize my vision.
Subsequently, I founded Clovers, an idea that materialized after leaving Platinum. Through discussions with my network, I envisioned a development environment where I could achieve my creative goals.
What defines a Hideki Kamiya game? If I didn't know you had developed something, how would I look at that game and say, "Ah yes, Hideki Kamiya made this?"
Kamiya: A Hideki Kamiya game doesn't need to overtly declare its creator. My focus is on crafting unique experiences that players haven't encountered before. My efforts during development are geared towards ensuring the game offers a distinctive way of enjoyment, which is what I strive to communicate through my work.
What is the connection between Clovers and Clover Studio, if any? Does the clover, the plant, have a special meaning to you?
Kamiya: The name Clovers continues from my time at Clover Studio, a division I was proud of at Capcom. The clover leaf, symbolizing the fourth development division at Capcom, holds significance for me. Additionally, 'C-lovers' represents our commitment to creativity, which is central to our studio's ethos, reflected in our logo with four 'C's symbolizing the four-leaf clover.
The Clovers studio logo.
Obviously Capcom is very heavily involved in this. But it sounds like you were thinking about a close relationship with Capcom, maybe even before Ōkami came into the picture when you were first starting Clovers. Is the idea behind the studio Clovers that you will keep that very close relationship with Capcom?
Yoshiaki Hirabayashi: From Capcom's perspective, we've always cherished the Ōkami IP and desired a sequel. Kamiya, as the original director, was a key component in this vision. When we learned of his departure from Platinum, discussions for this project began in earnest.
Tell me the story of how this came about. Why Ōkami? Why now? How did this pitch happen? Who convinced who?
Hirabayashi: We've always sought opportunities to expand Ōkami. The timing was right when Kamiya left Platinum, aligning with our preparations and key personnel.
Kamiya: I've always wanted to complete Ōkami's story, which felt unfinished. My casual conversations with friends, particularly [Capcom producer Jun] Takeuchi, over drinks often revolved around this dream. My departure from Platinum opened the door to making it a reality.
Kiyohiko Sakata: For those of us from Clover Studio, Ōkami was a cherished IP. This project's timing felt perfect, aligning all the necessary elements.
I think that maybe a lot of our readers aren't as familiar with Machine Head Works. So would you be willing to introduce it a little bit and tell people about what it is, and what you do, and how you're involved?
Sakata: Machine Head Works is a newly established company rooted in M-Two, which works closely with Capcom to enhance our games' recognition. Our origins trace back to Capcom's Division Four, sharing roots with Kamiya. We act as a bridge between Clovers and Capcom, leveraging our experience with both entities and our familiarity with the RE Engine, which we're using for this project. Additionally, we have team members who worked on the original Ōkami, ensuring continuity.
Hirabayashi: Machine Head Works also contributed to the PS4 port of Ōkami, as well as recent titles like Resident Evil 3 and 4, utilizing the RE Engine.
Why RE Engine? Are there things that you can do with that that will be specifically helpful to the kinds of things you want to do with the Ōkami sequel?
[There is a long pause.]
Hirabayashi: Yes.
[Everyone laughs.]
Hirabayashi: Yes, though we can't go into specifics yet. 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 in our game.
I want to go back to something you said earlier. You said that Capcom has wanted to do an Ōkami sequel for a very long time. I think some people might actually find that surprising because it seems that people generally understand that at the time that Ōkami came out it was seen as maybe not doing as well commercially as you might've wanted it to. And so, I'm curious why Ōkami has always been so special and has been something that Capcom has been thinking about for this long?
Hirabayashi: Ōkami has a dedicated fanbase within Capcom's community. Despite its initial commercial performance, the game has sold millions and continues to attract players. It's a unique IP with a steady stream of engagement.
Kamiya: Initially, we were concerned about reaching a broad audience, but subsequent releases and fan feedback have shown strong support. The announcement at The Game Awards and the subsequent reactions online reaffirmed the game's enduring appeal.
You've really assembled what seems to be quite the dream team here of people who just have the perfect set of skills and familiarity to work on this game, specifically. Are there plans to get any of the other former Clover people involved? I read recently, Kamiya-san, there was a former Platinum directors' drinking party of some sort? I don't know, were you planning on getting people like [Shinji] Mikami, or [Abebe] Tinari, or [Takahisa] Taura, or any of those people involved in this?
Kamiya: Several individuals from the original Ōkami team are involved through Machine Head Works. While we won't name names, the current team is even stronger than before, thanks to modern advancements and the addition of skilled professionals.
Kamiya-san, you said something about that in that interview you did with Ikumi Nakamura about wishing you had had a stronger team the first time around. It sounds like you've addressed that.
Kamiya: Yes, as discussed with Ikumi, we identified areas for improvement with the original team. With a stronger team now, we're better positioned for success, though challenges are inevitable.
Hirabayashi: There are three different paths to join this project. Feel free to choose one.
Did any of you replay the first Ōkami sometime recently around the announcement?
Hirabayashi: I reviewed the DVD that came with the artbooks, which included cut content.
Kamiya: I wasn't aware of that DVD.
Sakata: My daughter played the Switch version recently, appreciating its guidance and accessibility despite its age.
Hirabayashi: My daughter enjoyed the Switch version, seeing it as a beautiful and inspiring game, which resonated with me as well.
Well, you two have sort of already answered my next question, but if you want to add anything, please do. I was going to ask you all, looking back on the original, what are you most proud of? What do you think stands out as something that the first Ōkami did really well that you want to do really well again in a sequel?
[There is a lengthy pause while Kamiya considers how to answer.]
Kamiya: My inspiration for Ōkami came from my nature-rich hometown in Nagano Prefecture. This spirit drives the sequel, where I aim to balance the beauty of nature with the story's darker elements. I want players of all ages to enjoy this narrative depth.
I have a bit of a silly question. Can I show you a picture? Do any of you know the story behind this?
[They all declined to comment]
Since you made the first Ōkami, what do you feel has changed about game development and technology that is going to influence how you approach the sequel?
Sakata: The original Ōkami's hand-drawn style was challenging with PS2 hardware. Today's technology, especially the RE Engine, allows us to achieve and surpass our original vision.
Okami 2 Game Awards Teaser Screenshots
9 Images
Well, speaking of new technologies, do any of you have any opinions on the Nintendo Switch 2?
Hirabayashi: We can't comment on the Nintendo Switch 2 from Capcom's side; any information would come from Nintendo.
Kamiya: Personally, I'd love to see the Virtual Console rebooted.
I know you're not really saying much about the actual content of the sequel at this time, but I figure I'll try. Can you say anything about any big themes or ideas or stories that you feel you didn't get to tell enough in the first Ōkami that you want to explore in this sequel?
Kamiya: I have a clear vision for the sequel's themes and story, which I've been developing for years. It's about bringing this vision to life for the fans.
Hirabayashi: The sequel continues the original game's story.
Kamiya: We're not here to replicate fan requests exactly but to create a fun experience that meets their expectations. I have a detailed plan, and I won't ignore fan feedback.
You said that this is a follow-up to the story told in Ōkami. That is Amaterasu in the trailer we saw at the Game Awards, right? Can you confirm that?
Kamiya: I wonder.
[Everyone laughs.]
Hirabayashi: Yes, it is Amaterasu.
What are your feelings about Ōkamiden? Are we going to acknowledge Ōkamiden in this?
Hirabayashi: We recognize the fans of Ōkamiden and their feedback. The sequel is a continuation of the original Ōkami's story.
It can be difficult going back to an older game where the controls to a modern audience may feel out of date, but then again you have fans from the original who might prefer that kind of control method. What is the general outlook on what the control system for this game might look like and what kind of play feel you want to deliver?
Kamiya: We're in the early stages of development, but I'm considering modernizing the controls while respecting the original game's feel. We'll explore various improvements.
Am I correct in assuming that this sequel is very, very early in development?
Hirabayashi: Yes, we just started this year.
What led you to announce it so very early at the Game Awards last year?
Hirabayashi: We were excited and wanted to share our commitment to making this game a reality.
Kamiya: Announcing it felt like a promise to fans that we're turning this dream into reality.
Do you worry that when this inevitably takes some time to make, you're going to have fans banging down your door, wondering where this game is?
Hirabayashi: We understand fans' eagerness, but we're committed to delivering a quality game without rushing.
Sakata: We will do our best.
Hirabayashi: We won't compromise quality for speed but will work diligently to release the game in a timely manner.
Kamiya: We'll keep our heads down and work hard. Please be patient.
There's a video you can view when you finish Ōkami that is, I think, a prototype of the game that you all worked on, that's Amaterasu running, and trees springing up behind her. Was that at all the inspiration for the Ōkami sequel teaser? Was there any connection?
Sakata: It wasn't a direct inspiration, but it reflects our commitment to the original game's vision.
Hirabayashi: The trailer's background music was inspired by the original game, resonating with fans.
Kamiya: The song, composed by [Rei] Kondoh, embodies the original spirit and is featured in the trailer.
I would love to hear an answer from each of you, but I want to know what is inspiring you right now or what you're really enjoying. What other video games are you playing, what books are you reading, movies, music, what things do you just generally enjoy right now?
Kamiya: The Takarazuka stage shows, particularly the Hana group, inspire me. Their unique approach to staging without cuts or CG fascinates me and influences my game design.
Sakata: I enjoy smaller stage performances by Gekidan Shiki, valuing the live feeling and the actors' ability to convey scenes. This influences our aim to create games that allow players to experience them in their own way.
Hirabayashi: I'm inspired by movies, especially the latest Gundam film, Gundam GQuuuuuuX, which showcases diverse perspectives and emotional depth.
What does success for the Ōkami sequel look like to you all?
Hirabayashi: Personally, success means exceeding fans' expectations and delivering an enjoyable experience.
Kamiya: For me, success is creating something I personally enjoy and can be proud of, aligning with fans' expectations.
Sakata: Success is when players, both seasoned and new, enjoy the game. From Machine Head Works' perspective, success is achieving the director's vision.
I asked about the success of Ōkami, but now I want to ask about the success of your respective studios. Kamiya-san and Sakata-san are building these newer studios that have branched off of Capcom, and so 10 years from now, what would you need to feel that you were doing well, that you had accomplished your mission? Do you imagine you might someday end up back under Capcom? Do you continue this partnership or keep working on more games with them? Or do you eventually develop your own IP? What does that look like?
Sakata: In 10 years, I want Machine Head Works to continue creating games. As creators, we'll keep working, but the goal is for the company to thrive beyond our tenure.
Kamiya: Clovers' goal is to gather like-minded individuals and foster collaboration. We're just starting, and our focus is on building a team aligned with our vision.
All three requested the opportunity to close by delivering one final message directly to the fans:
Hirabayashi: Thank you for your enthusiasm after the trailer. It may take time, but please be patient as we work to realize our dream of creating the Ōkami sequel.
Sakata: This project is driven by a team passionate about the series. We're working hard to meet everyone's expectations.
Kamiya: This project is deeply personal to me, and without your support, it wouldn't be possible. Thank you to everyone, Capcom, and Machine Head Works for this collaboration. We're committed to creating a game you'll enjoy. Please look forward to it. Thank you.
Hirabayashi: Your comment is a bit too perfect. Is that really you speaking now?
Kamiya: [laughing] No, no, no, really, I'm just so grateful for everyone.
- 1 Retro-Style Arcade Racer Victory Heat Rally Drops On Android Jan 05,2025
- 2 LUDUS: Top 10 Dominating Cards for PvP Masters Feb 22,2025
- 3 Honkai: Star Rail Leak Reveals Tribbie\'s Signature Light Cone Jan 07,2025
- 4 Capcom and GungHo\'s insane crossover card game Teppen is celebrating its fifth anniversary Jan 06,2025
- 5 Pokémon Phenoms: Aquatic Supremacy Revealed! Jan 10,2025
- 6 Intergalactic is on fire. After two weeks, criticism of Naughty Dog's trailer has not subsided Jan 05,2025
- 7 Persona Job Listing Crop Up Amid Persona 6 Speculations Jan 04,2025
- 8 Tactics Open Pre-Registration with Rewards Galore! Dec 28,2024
-
Top Beauty Trends for This Season
A total of 10
-
Addictive Arcade Games for Mobile
A total of 10
-
Top Lifestyle Apps to Enhance Your Life
A total of 10