by Julian Apr 18,2025
Twenty years after the release of the original Ōkami, the beloved deity Amaterasu, the source of all that is good and the nurturing mother to us all, is poised to make a stunning and unexpected return. Announced at last year's Game Awards, a sequel to Ōkami is in the works, led by the visionary Hideki Kamiya. Newly independent from Platinum Games, Kamiya has established his own studio, Clovers, and taken the director's chair with the full support of Capcom, the IP owner, and Machine Head Works, a studio staffed with Capcom veterans who have contributed to several recent Capcom titles, including the Ōkami HD remake. The team is a blend of fresh talent and seasoned developers from the original Ōkami, all dedicated to bringing Kamiya's vision to life.
While the emotional teaser and the impressive roster behind the project have been revealed, specific details about the sequel remain scarce. Is it a direct continuation, or something new? Whose brainchild was this, and how did it come to fruition after all these years? And was that truly Amaterasu we glimpsed in the trailer, or just a wolf resembling her?
IGN recently had the privilege of visiting director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata at their Osaka headquarters to glean some insights. During our two-hour interview, we delved into the world of Ōkami, the sequel's development, their collaborative efforts, and the ethos of their respective studios.

Here's the full Q&A from our interview, which has been lightly edited for clarity:
IGN: Kamiya-san, you've discussed your departure from PlatinumGames, citing a divergence in creative direction. You mentioned wanting to create games that only Hideki Kamiya could make. What core beliefs guide your game development, and how do they influence Clovers' direction?
Hideki Kamiya: It's a complex question. In September 2023, after about 16 years at Platinum, I announced my departure. The main reason was a shift in direction that didn't align with my vision. While I can't delve into specifics, I believe that the personality of game creators significantly impacts the player's experience. My aim was to foster a development environment at Platinum that reflected my creative goals, but it didn't pan out as I hoped. After leaving, I founded Clovers, not as a preconceived plan, but as a response to my desire to create in an environment that resonated with my vision.
What defines a Hideki Kamiya game? How would someone recognize your touch without knowing your involvement?
Kamiya: Defining a Hideki Kamiya game isn't about labeling it as such. Instead, I focus on crafting unique experiences that players haven't encountered before. My goal during development is to provide a distinctive way for users to enjoy the game.
What is the connection between Clovers and Clover Studio, if any? Does the clover plant hold special significance for you?
Kamiya: The name Clovers continues from my time at Clover, a studio I was proud of. Clover was the fourth division of development under Capcom, symbolized by the four-leaf clover. The name also plays on 'C-lover,' where 'C' stands for creativity, which is central to Clovers' ethos. Our logo features four 'C's, representing the four leaves of a clover.

It seems Capcom is deeply involved. Was a close relationship with Capcom part of your vision for Clovers even before the Ōkami sequel came into play?
Yoshiaki Hirabayashi: From Capcom's perspective, we've always wanted to create an Ōkami sequel. The IP is beloved, and we felt a continuation was necessary. When Kamiya left Platinum, discussions about this project began.
How did the idea for an Ōkami sequel come about? Why Ōkami? Why now? Who initiated the project?
Hirabayashi: We've been looking for the right opportunity to create a new Ōkami. It required the right people and timing. When Kamiya left Platinum, it seemed like the stars aligned for us to move forward.
Kamiya: I've always wanted to create an Ōkami sequel. The original story was incomplete, and I wanted to finish it. While at Platinum, I couldn't, but I often discussed it casually with friends like Takeuchi. After leaving Platinum, I saw an opportunity to realize this dream.
Kiyohiko Sakata: Ōkami was a significant IP for Clover Studio. This project felt like the perfect timing to move forward.
Can you introduce Machine Head Works and explain its role in this project?
Sakata: Machine Head Works is a recently established company, originating from Capcom's Division Four, similar to Kamiya's roots. We work closely with Capcom on branding and have experience with titles like Ōkami's PS4 port and recent Resident Evil games. We serve as a bridge between Clovers and Capcom, leveraging our experience with the RE Engine and our familiarity with the original Ōkami.
Hirabayashi: Sakata and his team assisted with the PS4, Xbox One, and Switch versions of Ōkami, as well as later titles like Resident Evil 3 and 4.
Why choose the RE Engine for the Ōkami sequel? What advantages does it offer for your vision?
[There is a long pause.]
Hirabayashi: Yes.
[Everyone laughs.]
Hirabayashi: We can't go into much detail yet, but the RE Engine is crucial to realizing Kamiya's artistic vision.
Kamiya: The RE Engine is renowned for its expressive capabilities, and fans expect that level of quality from this game.
Capcom has wanted an Ōkami sequel for a long time, despite the original's commercial performance. Why has Ōkami remained so special to Capcom?
Hirabayashi: Ōkami has a dedicated fanbase within Capcom. The PS2 release was nearly 20 years ago, and it has sold millions of copies. We believe there's a demand for a sequel.
Kamiya: Initially, we thought Ōkami might not reach a broad audience. But over the years, we've seen continuous engagement and positive feedback on social media, especially after the announcement at The Game Awards.
Did any of you replay the first Ōkami recently around the announcement?
Hirabayashi: I haven't had time to play, but I reviewed the DVD with cut content from the artbooks.
Kamiya: I didn't know about that DVD.
Sakata: My daughter played the Switch version. She was in elementary school and usually struggled with older games, but Ōkami's guidance made it enjoyable for her.
Hirabayashi: My daughter played the Switch version too, describing it as a beautiful and inspiring game, which showed me its appeal to younger audiences.
Looking back on the original, what are you most proud of, and what do you want to replicate in the sequel?
Kamiya: My hometown in Nagano inspired the original Ōkami. The game's spirit, blending nature's beauty with its darker elements, is something I want to preserve and expand in the sequel.
Since the first Ōkami, how has game development and technology evolved to influence the sequel's approach?
Sakata: The original Ōkami's hand-drawn style was challenging on the PS2. Today's technology, especially the RE Engine, allows us to achieve and surpass what we aimed for back then.

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What are your thoughts on the Nintendo Switch 2?
Hirabayashi: We can't comment on the Nintendo Switch 2 from Capcom's side.
Kamiya: Personally, I'd love to see the Virtual Console rebooted.
Can you share any themes or stories you want to explore in the sequel that weren't fully addressed in the original?
Kamiya: I have a clear vision for the sequel's themes and story, which I've been developing for years.
Hirabayashi: The sequel continues the original's story.
Kamiya: We're working to meet fan expectations while creating something unique.
Was that Amaterasu in the trailer we saw at the Game Awards?
Kamiya: I wonder.
[Everyone laughs.]
Hirabayashi: Yes, it was Amaterasu.
What are your thoughts on Ōkamiden? Will it be acknowledged in the sequel?
Hirabayashi: We recognize the fans' affection for Ōkamiden, but the sequel continues directly from the original Ōkami.
How do you plan to approach the control system for the sequel, considering both modern expectations and the original's fans?
Kamiya: We're early in development, but we'll consider both modern standards and the original's elements to create an optimal experience.
Is the sequel very early in development?
Hirabayashi: Yes, we started this year.
Why announce it so early at the Game Awards last year?
Hirabayashi: We were excited and wanted to share that we can make this game happen.
Kamiya: Announcing it made it real, not just a dream. It's a promise to fans worldwide.
Do you worry about fans' impatience while the game is in development?
Hirabayashi: We understand fans' eagerness, but we'll work hard to meet their expectations without compromising quality.
Sakata: We'll do our best.
Hirabayashi: We won't sacrifice quality for speed, but we'll work diligently to deliver the game.
Kamiya: We'll focus on our work and deliver a game we can be proud of.
Was the teaser inspired by the video shown at the end of the original Ōkami?
Sakata: It wasn't a direct inspiration, but it reflects our commitment to the original game's spirit.
Hirabayashi: The background music in the trailer was inspired by the original game, composed by Rei Kondoh.
Kamiya: The song is a beloved piece from the original, and Kondoh's contribution keeps the spirit alive.
What currently inspires you, and what other media are you enjoying?
Kamiya: I'm inspired by Takarazuka stage shows, particularly the Hana group. Their stage settings and live performances influence my game design.
Sakata: I enjoy smaller stage performances by Gekidan Shiki. The live experience and the actors' realism inspire me to create games that allow players to choose their experience.
Hirabayashi: I'm inspired by movies, especially the latest Gundam film, Gundam GQuuuuuuX. The different perspectives and emotional depth are aspects I admire.
What does success for the Ōkami sequel look like to you?
Hirabayashi: Personally, I want fans to enjoy the game and exceed their expectations.
Kamiya: Success for me is creating a game I'm proud of, one that aligns with my vision and hopefully resonates with fans.
Sakata: Success is when players, both seasoned and new, enjoy the game. For Machine Head Works, success is achieving the director's vision.
What does success look like for your studios in 10 years? Will you continue to work with Capcom, or develop your own IP?
Sakata: In 10 years, I hope Machine Head Works continues to create games, regardless of specific goals.
Kamiya: Clovers' future involves gathering more people who share my vision and passion for game development.
All three requested the opportunity to close with a final message to fans:
Hirabayashi: We're working hard to realize the Ōkami sequel. It may take time, but please wait for our dream to come true.
Sakata: This project is driven by staff who love the Ōkami series. We're working hard to meet your expectations.
Kamiya: This project is deeply personal to me, but it wouldn't be possible without your support. Thank you for your cheers and to Capcom and Machine Head Works for their collaboration. Look forward to this project.
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