Twenty years after the original *Ōkami* captivated players, Amaterasu, the sun goddess and origin of all that is good, makes a triumphant, unexpected return. Announced at The Game Awards, a sequel is underway, helmed by Hideki Kamiya, who, having recently left PlatinumGames, formed Clovers, his new studio. Capcom, the IP owner, publishes, supported by Machine Head Works—a studio of Capcom veterans—who've contributed to several recent Capcom titles, including the *Ōkami* HD remake. This collaboration represents an all-star team blending new talent with veterans of the original, committed to realizing their vision.
Beyond the emotional teaser and the names involved, details on the sequel have been scarce. Is it a direct sequel? Whose idea was it? And was that truly Amaterasu in the trailer, or a remarkably similar wolf?
IGN recently interviewed director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata in Osaka, Japan. This two-hour conversation covered *Ōkami*, the sequel, their partnership, and their studios.

Here's the edited Q&A:
IGN: Kamiya-san, you've discussed leaving PlatinumGames, citing a difference in development philosophies. You aimed to create games only you could make. What are your core development beliefs, and how will they shape Clovers?
Hideki Kamiya: Leaving Platinum after 16 years was a difficult decision. I felt the direction was diverging from my vision. Game creators' personalities heavily influence the player experience. My approach differed from Platinum's, so I sought an environment where I could realize my goals. Clovers emerged from that desire, allowing me to create the development environment I envisioned.
What defines a Hideki Kamiya game? How would someone identify your work without knowing the creator?
Kamiya: I don't believe my games need a label. My focus is on creating unique experiences players haven't encountered before, offering a distinctive way to enjoy the game.
What's the connection between Clovers and Clover Studio? Does the clover hold special significance?
Kamiya: I wanted to continue the "Clovers" name, a source of pride from my time at Clover Studio (Capcom's fourth development division). The four-leaf clover represents that division, and "C-lover" also embodies "creativity," a core value for Clovers.

Capcom's heavily involved. Did you envision a close relationship with Capcom, even before Clovers' inception? Will Clovers maintain this close relationship?
Yoshiaki Hirabayashi: (Capcom) Kamiya's the original *Ōkami* director. Capcom always wanted a sequel because *Ōkami* is a beloved IP. Discussions about this project began when Kamiya left his previous company.
Tell us the story. Why *Ōkami*? Why now? How did this pitch happen?
Hirabayashi: Capcom always sought the opportunity. We needed key people in place. The opportunity presented itself when Kamiya left Platinum.
Kamiya: I always wanted an *Ōkami* sequel. The original story felt incomplete. Casual discussions with Takeuchi (Capcom producer) about one day doing it occurred for years. Leaving Platinum provided the opportunity.
Kiyohiko Sakata: (Machine Head Works) As a Clover Studio member, *Ōkami* was an important IP. The timing felt right for a sequel.
Introduce Machine Head Works. What's its role?
Sakata: Machine Head Works, a recently formed company, originated from Capcom Division Four (Kamiya's roots). We act as a bridge between Clovers and Capcom, leveraging experience with Capcom and the RE Engine. We also have *Ōkami* veterans on our team.
Hirabayashi: Sakata's team assisted with the PS4 *Ōkami* port and more recent RE Engine titles.
Why RE Engine?
Hirabayashi: We believe RE Engine was essential to realizing Kamiya-san's artistic vision. Details are limited at this stage.
Kamiya: RE Engine's known for its expressive capabilities, meeting expectations for this game's quality.
Why *Ōkami* now, given its initial commercial performance?
Hirabayashi: Millions of fans exist. Sales have remained steady over the years, indicating enduring popularity.
Kamiya: Initially, we underestimated *Ōkami*'s reach. Later releases and social media feedback revealed its enduring appeal. The TGA announcement and fan reactions reinforced this.
Are there plans to involve other former Clover members?
Kamiya: Several *Ōkami* veterans are involved through Machine Head Works. The current team is stronger and more skilled than the original team.
You mentioned wanting a stronger team for the original. It seems you've addressed that.
Kamiya: Yes, a stronger team increases the chances of success, though there are no guarantees.
Did you replay the original *Ōkami* recently?
Hirabayashi: I reviewed materials, including the DVD with cut content.
Kamiya: I wasn't aware of that DVD.
Sakata: My daughter played the Switch version. Its intuitive design made it accessible, even for younger players.
Hirabayashi: My daughter also played it. She appreciated its beauty and inspiring aspects.
Looking back, what are you most proud of in the original *Ōkami*?
Kamiya: My love for my hometown, Nagano Prefecture, influenced the game's creation. The sequel aims to recapture that spirit, balancing the game's beauty and darker elements, ensuring it's enjoyable for all ages.
(A question about an image was asked and declined to be answered.)
How has game development and technology changed since the original *Ōkami*?
Sakata: The original *Ōkami*'s hand-drawn style was challenging on PS2 hardware. Today's technology allows us to achieve what we couldn't before, thanks to RE Engine.
(Ōkami 2 Game Awards Teaser Screenshots are displayed here.)
Opinions on the Nintendo Switch 2?
Hirabayashi: No comment from Capcom.
Kamiya: I'd like to see a Virtual Console reboot.
Can you say anything about themes or stories you want to explore in the sequel?
Kamiya: I have a detailed idea, building for years. It's a continuation of the original *Ōkami*'s story.
Hirabayashi: It's a continuation of the original *Ōkami* story.
Is it Amaterasu in the trailer?
Kamiya: I wonder…
Hirabayashi: Yes, it is Amaterasu.
Will you acknowledge *Ōkamiden*?
Hirabayashi: We are aware of fan feedback on *Ōkamiden*. The sequel is a direct continuation of the original *Ōkami*’s story.
What about the control system?
Kamiya: We'll consider what works best for modern games, while respecting the original's core elements.
Is the sequel very early in development?
Hirabayashi: Yes, we started this year.
Why announce it so early?
Hirabayashi: We wanted to share the excitement and confirm its feasibility.
Kamiya: The announcement made it a reality, a promise to fans.
Do you worry about fan anticipation?
Hirabayashi: We'll work hard, prioritizing quality over speed.
Kamiya: We'll put our heads down and work hard.
Was the prototype video from the original *Ōkami* an inspiration for the sequel's teaser?
Sakata: Not directly, but it reflects the original game's spirit.
Hirabayashi: The trailer's music was inspired by the original.
Kamiya: The composer, Rei Kondoh, also worked on the trailer's music.
What inspires you?
Kamiya: Takarazuka stage shows, particularly the Hana group, inspire me with their stagecraft and problem-solving.
Sakata: Gekidan Shiki and smaller theatre groups, emphasizing the live performance aspect.
Hirabayashi: Recently, movies, particularly the *Gundam GQuuuuuuX* movie, with its diverse perspectives and emotional impact.
What does success look like for the *Ōkami* sequel?
Hirabayashi: Exceeding fan expectations.
Kamiya: Creating something I'm proud of and that fans enjoy.
Sakata: Achieving the director's vision and creating a game enjoyed by a wide audience.
What are your goals for your studios in 10 years?
Sakata: Ensuring Machine Head Works continues creating games.
Kamiya: Building a team of like-minded individuals at Clovers.
(Closing messages from Hirabayashi, Sakata, and Kamiya to the fans.)