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Capcom, Kamiya & Machine Head Tease Ōkami 2

Feb 22,25(1 years ago)
Capcom, Kamiya & Machine Head Tease Ōkami 2

Twenty years after the original Ōkami's release, Amaterasu, the sun goddess and source of all good, makes a surprising return in a highly anticipated sequel. Revealed at last year's Game Awards, the project reunites director Hideki Kamiya (newly independent from PlatinumGames and leading his own studio, Clovers) with Capcom (publisher) and Machine Head Works (a Capcom veteran-staffed studio). This collaboration blends seasoned Ōkami developers with fresh talent, promising a stellar team dedicated to realizing their vision.

While initial details were scarce – the nature of the sequel, its genesis, and even Amaterasu's depiction – IGN recently conducted an extensive interview with Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata in Osaka. The following Q&A, lightly edited for clarity, unveils insights into the project's development.

Image: Hideki Kamiya, Yoshiaki Hirabayashi, and Kiyohiko Sakata

L-R: Kiyohiko Sakata, Hideki Kamiya, Yoshiaki Hirabayashi. Image credit: IGN.

IGN: Kamiya-san, you've discussed your departure from PlatinumGames, citing a divergence in development philosophies. What core beliefs guide your game 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 clashed with my own. However, I can't elaborate. Crucially, a game's personality strongly influences the player experience. My vision for development at Platinum differed from the company's, leading me to establish Clovers – a post-Platinum endeavor – to foster an environment conducive to my creative goals.

IGN: What defines a "Hideki Kamiya game"?

Kamiya: I don't strive to create a signature "Kamiya style." My focus is on crafting unique, unprecedented player experiences. That's my primary goal in development.

IGN: The connection between Clovers and Clover Studio? Does the clover hold significance?

Kamiya: Clovers is a deliberate continuation of the Clover Studio legacy. The four-leaf clover symbolizes Capcom's fourth development division, where Clover Studio originated. Moreover, "C-lover" represents "creativity," a core value of Clovers, hence the four "C"s in our logo.

Image: Clovers Studio Logo

The Clovers studio logo.

IGN: Capcom's significant involvement suggests a pre-existing close relationship. Was this close collaboration with Capcom a goal even before Clovers' inception?

Hirabayashi: (Capcom) We've long desired an Ōkami sequel. The IP is cherished within Capcom, a sentiment shared by producer Jun Takeuchi. Kamiya's departure from his previous studio prompted discussions about this project.

IGN: The story behind the sequel's development? Why Ōkami? Why now?

Hirabayashi: Capcom consistently sought opportunities for a new Ōkami. The right circumstances – key personnel – needed to align. The opportunity presented itself with Kamiya's departure.

Kamiya: I've always envisioned an Ōkami sequel. The original's narrative felt incomplete. While at Platinum, this remained a dream, often discussed casually with Takeuchi. Leaving Platinum finally enabled its realization.

Sakata: (Machine Head Works) As a former Clover Studio member, Ōkami holds immense significance. The timing felt ideal, aligning various factors.

IGN: Introduce Machine Head Works and its role.

Sakata: Machine Head Works is a relatively new studio, building on M-Two's close collaboration with Capcom. Our roots trace back to Capcom's Division Four, sharing Kamiya's origins. We bridge Clovers and Capcom, leveraging experience with Capcom's needs and the RE Engine, which Clovers lacks experience with. We also include Ōkami veterans.

Hirabayashi: Sakata-san's team assisted with the PS4 port of Ōkami. Their RE Engine expertise extends to recent titles like Resident Evil 3 and Resident Evil 4.

IGN: Why the RE Engine?

Hirabayashi: It's essential to realizing Kamiya-san's artistic vision.

Kamiya: The RE Engine's expressive capabilities are renowned, and we aim to deliver that level of quality.

IGN: Ōkami's commercial performance wasn't initially stellar. Why Capcom's enduring interest?

Hirabayashi: A substantial Ōkami fanbase exists within the Capcom community. Millions of fans await a sequel. The timing simply needed to be right.

Kamiya: Initially, Ōkami's reach might have been limited. However, subsequent releases and social media feedback reveal significant ongoing appreciation. The Game Awards announcement's enthusiastic reception further solidified this.

Hirabayashi: Ōkami's consistent sales demonstrate its enduring appeal. Unlike typical games, its sales haven't declined steadily.

Kamiya: Fan enthusiasm and our desire to create drove this project forward.

IGN: Plans to involve other former Clover members?

Kamiya: Several original Ōkami developers are involved through Machine Head Works. The current team is arguably stronger and more experienced than the original.

IGN: You've mentioned wishing for a stronger team for the original.

Kamiya: Yes, as discussed with Ikumi Nakamura. Development is unpredictable, but a stronger team increases the chances of success.

Hirabayashi: Three paths exist to join this project.

IGN: Did you replay Ōkami recently?

Hirabayashi: I reviewed supplementary materials, including cut content.

Kamiya: I wasn't aware of that DVD.

Sakata: My daughter played the Switch version. Its intuitive guidance makes it accessible even to younger, less experienced players.

Hirabayashi: My daughter enjoyed the Switch version, focusing on its beauty rather than combat. This highlighted its broad appeal.

IGN: What are you most proud of in the original Ōkami?

Kamiya: My love for my home region, Nagano Prefecture, heavily influenced the game's creation. The original Ōkami's blend of beauty, darkness, and narrative is something I want to capture again. I aim for broad appeal across age groups.

(A question about a picture was asked, but the team declined to comment.)

IGN: How has game development changed since the original Ōkami?

Sakata: The original Ōkami's hand-drawn style was challenging on PS2 hardware, necessitating compromises. Modern technology allows us to fully realize our original vision.

Ōkami 2 Game Awards Teaser Screenshots

Image: Ōkami 2 Teaser Screenshot 1 Image: Ōkami 2 Teaser Screenshot 2 Image: Ōkami 2 Teaser Screenshot 3 Image: Ōkami 2 Teaser Screenshot 4 Image: Ōkami 2 Teaser Screenshot 5 Image: Ōkami 2 Teaser Screenshot 6

IGN: Thoughts on the Nintendo Switch 2?

Hirabayashi: No comment from Capcom.

Kamiya: Personally, I'd love a Virtual Console revival.

IGN: Untold themes or stories from the original Ōkami?

Kamiya: I have a detailed concept for the sequel's overarching theme and narrative, developed over several years.

Hirabayashi: The sequel continues the original Ōkami's story.

Kamiya: I'm attentive to fan expectations, but our goal isn't to simply fulfill requests. We aim to create a fun and satisfying experience.

IGN: Confirmation: Amaterasu in the Game Awards trailer?

Kamiya: I wonder...

Hirabayashi: Yes, it's Amaterasu.

IGN: Acknowledging Ōkamiden?

Hirabayashi: We're aware of fan opinions on Ōkamiden. The sequel directly continues the original Ōkami's narrative.

IGN: Balancing updated controls with fan preferences?

Kamiya: We'll consider modern control schemes while respecting the original's feel. What worked then might not be optimal now.

IGN: Early development stage?

Hirabayashi: Yes, started this year.

IGN: Why the early Game Awards announcement?

Hirabayashi: To express our excitement and demonstrate the project's viability.

Kamiya: It transformed the project from a dream into a tangible reality, a promise to fans.

IGN: Concerns about fan anticipation?

Hirabayashi: We understand the excitement, but prioritize quality over speed.

Kamiya: We'll work diligently and appreciate fan patience.

Sakata: We'll do our best.

IGN: The post-Ōkami video, showing Amaterasu and sprouting trees – inspiration for 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, by original composer Rei Kondoh, evoked the original game's atmosphere.

Kamiya: Kondoh's music played a key role in establishing the sequel's identity.

IGN: Current inspirations?

Kamiya: Takarazuka stage shows, particularly the Hana group, inspire me with their creative solutions for stage limitations.

Sakata: Gekidan Shiki and smaller theatre groups, emphasizing the live performance experience.

Hirabayashi: Recent films, notably Gundam GQuuuuuuX, showcasing diverse perspectives and emotional depth.

IGN: Defining success for the Ōkami sequel?

Hirabayashi: Exceeding fan expectations.

Kamiya: Personal satisfaction and creating a game I'm proud of.

Sakata: Fan enjoyment, particularly among both experienced and new gamers. Achieving the director's vision.

IGN: Success for your studios 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 from Hirabayashi, Sakata, and Kamiya expressed gratitude for fan support and a commitment to delivering a high-quality sequel.)

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