Twenty years after the original Ōkami's release, Amaterasu, the sun goddess and source of all goodness, makes a stunning return in an unexpected sequel. Revealed at last year's Game Awards, the project is helmed by Hideki Kamiya, who, having recently left PlatinumGames, established his new studio, Clovers, to oversee development. Capcom, the IP holder, acts as publisher, supported by Machine Head Works, a studio comprised of Capcom veterans with experience on recent titles, including the Ōkami HD remaster. The team boasts a stellar lineup of both new and veteran developers, ensuring the original vision is realized.
While details remain scarce, IGN secured a revealing interview with Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata in Osaka, Japan. The two-hour discussion covered the sequel's development, the collaborative partnership, and the studios involved.
IGN: Kamiya-san, you've discussed your departure from PlatinumGames, citing a divergence in development philosophies. You aimed to create games uniquely "Hideki Kamiya." What principles guide your development, and how will they shape Clovers'?
Kamiya: It's complex. Leaving Platinum after 16 years stemmed from a feeling that the company's direction didn't align with my vision. The creator's personality significantly impacts the player's experience, and my aims differed from Platinum's. Clovers emerged afterward, born from discussions with colleagues, aiming to foster an environment conducive to my creative goals.
IGN: What defines a "Hideki Kamiya" game?
Kamiya: I don't strive to explicitly brand my games. My focus is on crafting unique experiences, offering players something novel and memorable. That's my primary goal throughout the development process.
IGN: What's the connection between Clovers and Clover Studio?
Kamiya: The name is a continuation of my pride in Clover Studio, Capcom's fourth development division. The four-leaf clover symbolizes that legacy, and the "C" in "Clovers" represents "creativity," a core value for the studio.
IGN: Capcom's involvement is significant. Was a close relationship with Capcom envisioned even before Ōkami's sequel?
Hirabayashi: (Capcom) We've always desired an Ōkami sequel, cherishing the IP. Kamiya's departure from his previous studio initiated discussions about this project.
IGN: How did this project materialize? Why Ōkami? Why now?
Hirabayashi: We sought the opportunity, and it presented itself with Kamiya's availability.
Kamiya: I always wanted an Ōkami sequel. The original story felt incomplete. Casual discussions with Takeuchi (Capcom producer) over the years culminated in this opportunity after leaving Platinum.
Sakata: (Machine Head Works) As a former Clover Studio member, Ōkami holds immense significance. The timing felt right, aligning various factors.
IGN: Introduce Machine Head Works.
Sakata: A recently established company, stemming from Capcom's Division Four (Kamiya's roots). We act as a bridge between Clovers and Capcom, leveraging our experience with both and the RE Engine, which Clovers lacks experience with. We also have Ōkami veterans on our team.
Hirabayashi: Sakata's team assisted with the PS4 port of Ōkami. Their RE Engine expertise is invaluable.
IGN: Why RE Engine?
Hirabayashi: It's essential to realizing Kamiya-san's artistic vision.
Kamiya: RE Engine's expressive capabilities meet expectations for this game.
IGN: Ōkami's commercial performance wasn't initially stellar. Why has Capcom remained so invested?
Hirabayashi: Capcom has millions of Ōkami fans. Sales have remained steady over the years, indicating enduring appeal.
Kamiya: Initial development challenges may have limited reach, but later versions and fan feedback demonstrate Ōkami's lasting popularity. The Game Awards announcement's enthusiastic reception solidified this.
IGN: Will other former Clover Studio members be involved?
Kamiya: Several Ōkami veterans from Machine Head Works are involved. The current team is even stronger than the original, benefiting from modern development practices and talent.
IGN: You mentioned wanting a stronger team for the original.
Kamiya: Yes, development is unpredictable, but a stronger team increases the chances of success.
IGN: Did you replay Ōkami recently?
Hirabayashi: I reviewed materials, including cut content.
Kamiya: I wasn't aware of that DVD.
Sakata: My daughter played the Switch version and loved it. Its intuitive design makes it accessible.
Hirabayashi: My daughter also enjoyed it, highlighting its appeal to a wider audience.
IGN: What are you most proud of in the original Ōkami?
Kamiya: My love for Nagano Prefecture's nature heavily influenced the game. The sequel will retain that spirit, balancing beauty and darkness within a compelling narrative. I want diverse audiences to enjoy it.
IGN: What aspects of game development have changed since the original Ōkami?
Sakata: Modern technology allows us to achieve visual goals unattainable on the PS2, such as the hand-drawn style.
Okami 2 Game Awards Teaser Screenshots
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IGN: Thoughts on the Nintendo Switch 2?
Hirabayashi: No comment.
Kamiya: I'd love a Virtual Console revival.
IGN: Untold themes from the original Ōkami?
Kamiya: I have a detailed vision, building for years.
Hirabayashi: The sequel is a direct continuation of the original's story.
Kamiya: I monitor fan expectations, but we won't simply replicate them.
IGN: Is that Amaterasu in the trailer?
Kamiya: I wonder...
Hirabayashi: Yes, it is Amaterasu.
IGN: Will Ōkamiden be acknowledged?
Hirabayashi: We acknowledge Ōkamiden's fans, but the sequel directly follows the original Ōkami's story.
IGN: Control scheme for the sequel?
Kamiya: We'll balance respecting the original while adapting to modern gaming conventions.
IGN: The sequel is very early in development?
Hirabayashi: Yes, we started this year.
IGN: Why announce it so early?
Hirabayashi: To express our excitement and confirm the project's viability.
Kamiya: It solidified the project's reality and served as a promise to fans.
IGN: Concerns about fan anticipation?
Hirabayashi: We'll work diligently, prioritizing quality over speed.
Kamiya: We'll persevere and deliver.
IGN: 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 evokes the original.
Kamiya: The composer, Rei Kondoh, returned for the trailer's music.
IGN: Current inspirations?
Kamiya: Takarazuka stage shows, particularly the Hana group, inspire me with their stagecraft and ability to create compelling narratives without cuts or CGI.
Sakata: Gekidan Shiki and smaller theater groups, emphasizing the live performance aspect and the unpredictable nature of live events.
Hirabayashi: Recently, movies, particularly the Gundam GQuuuuuuX movie, which showcases diverse perspectives and emotional depth.
IGN: What constitutes success for the sequel?
Hirabayashi: Exceeding fan expectations.
Kamiya: Personal satisfaction and creating something I'm proud of.
Sakata: Fan enjoyment, especially among new gamers. Achieving the director's vision.
IGN: Long-term goals for your studios?
Sakata: Ensuring Machine Head Works continues creating games for years to come.
Kamiya: For Clovers, building a team of like-minded collaborators.
Final messages to the fans:
Hirabayashi: We're working hard. Please be patient.
Sakata: The team is dedicated and striving to meet expectations.
Kamiya: Thank you for your support. We'll deliver a game you'll enjoy.