Home News Capcom, Kamiya, and Machine Head Unveil Ōkami 2 Details in Exclusive Interview

Capcom, Kamiya, and Machine Head Unveil Ōkami 2 Details in Exclusive Interview

Author : Julian Update:May 28,2025

Twenty years since the release of the original Ōkami, the divine goddess Amaterasu, symbolizing goodness and nurturing, is set to make a triumphant and unforeseen comeback. Announced at The Game Awards the previous year, a sequel to Ōkami is currently in development. Under the guidance of Hideki Kamiya, who recently parted ways with PlatinumGames to establish his own studio, Clovers, the project is being steered with the backing of IP owner Capcom, which acts as the publisher. Additionally, Machine Head Works, a relatively new studio comprised of Capcom veterans who have contributed to several recent Capcom titles, including the Ōkami HD remaster, is lending its expertise. Every glimpse we’ve had so far highlights an exceptional assembly of talent, blending both fresh faces and original Ōkami veterans dedicated to bringing their initial vision to life.

Despite the emotional teaser and the names attached to the Ōkami sequel, details remain scarce about what players can expect. Will it be a direct continuation, or something entirely different? Whose idea was it, and how did the project come to fruition after all these years? Was that Amaterasu in the trailer, or a lookalike wolf? Recently, IGN had the chance to seek answers. Although the Ōkami sequel remains very early in its development, we met with Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata at their headquarters in Osaka, Japan. Over the course of a two-hour interview, we posed numerous questions about Ōkami, the sequel, their partnership, and their respective studios.

L-R: Kiyohiko Sakata, Hideki Kamiya, Yoshiaki Hirabayashi. Image credit: IGN. Below is the full Q&A from that conversation, lightly edited for clarity:

IGN: Kamiya-san, you’ve discussed previously why you left PlatinumGames. You expressed that you felt the company was moving in a direction that conflicted with your beliefs as a developer. You also mentioned wanting to create games that only Hideki Kamiya could craft. What core beliefs about game development are essential to you, and how do you envision them shaping Clovers’ future?

Hideki Kamiya: It’s a delicate matter. In September 2023, I announced my departure from Platinum after approximately 16 years. The primary reason I can share is that as I stayed at Platinum, I wished to continue, but I sensed the direction shifting in a way I didn’t agree with. Naturally, I can’t delve into specifics. Yet, I can say that the personality of game creators plays a crucial role in game development, influencing the user experience. Hence, the type of development I pursued at Platinum diverged from what I aimed for. Therefore, I sought a place where I could achieve my goals.

After leaving Platinum, I formed Clovers, which wasn’t an idea I had before departing but emerged afterward. Upon leaving Platinum, I connected with people around me, acquaintances I trusted, and realized I wanted to create a game development environment where I could accomplish what I envisioned.

What defines a Hideki Kamiya game? If someone didn’t know you were involved, how would they identify it as yours?

Kamiya: Defining a Hideki Kamiya game isn’t something I feel needs to be explicitly stated across all my projects. It’s not necessary for people to recognize my involvement in every game I create. Instead, I’d rather focus on crafting unique experiences that users haven’t encountered before. Creating innovative ways for players to enjoy the game is what I strive for during development. I aim to convey this uniqueness to the gamers who appreciate my work.

What’s the connection between Clovers and Clover Studio, if any? Does the clover, the plant, hold a special significance for you?

Kamiya: The name Clovers is something I wanted to carry forward. During my time at Clover, I was proud of the name and wanted to preserve it. The name originates from Clover being the fourth division of development under Capcom. The clover leaf has four leaves, representing the fourth division, and it’s something I wish to uphold.

Interestingly, another way to say Clover is C-lover, where C stands for creativity—a value Clovers cherishes. That’s why our logo features four Cs, symbolizing the four-leaved clover.

Clearly, Capcom is deeply involved in this project. Did you envision maintaining a close relationship with Capcom even before Ōkami came into play when you founded Clovers? Is the purpose of Clovers to sustain that strong bond with Capcom?

Yoshiaki Hirabayashi: From Capcom’s perspective, we’re deeply invested in this project. Kamiya-san, as the original director of Ōkami, is someone we’ve always admired. Capcom has always desired to continue the Ōkami franchise, as it’s an IP we all cherish. This sentiment is shared by producer Jun Takeuchi.

When we learned Kamiya-san was leaving his previous company, we initiated discussions about this project.

Could you share the story of how this came about? Why Ōkami? Why now? How did this pitch come to fruition? Who convinced whom?

Hirabayashi: As mentioned earlier, Capcom has long desired to create a sequel to Ōkami. To make this happen, we needed the right people in place. Finding the perfect opportunity was key. When the time was right, we seized the chance.

Kamiya: I’ve always aspired to create an Ōkami sequel. Reflecting on the original game, which wasn’t entirely concluded, I’ve always wanted to complete the story. However, at Platinum, I couldn’t pursue this. Even back then, I frequently met with friends, especially Takeuchi, over drinks. We casually discussed the possibility of creating it one day. Eventually, I left Platinum. Now, as a creator, I’m finally able to make this dream a reality with Takeuchi’s support.

Kiyohiko Sakata: Originally, as part of Clover Studio, Ōkami was a vital IP for us. Everyone from Clover believed in its importance. This time, not strictly from a business standpoint but more instinctively, we felt this was the best moment to proceed with the sequel.

I suspect many of our readers aren’t familiar with Machine Head Works. Could you introduce it briefly and explain its role and involvement in this project?

Sakata: Machine Head Works is a relatively new company. It was established based on M-Two, a firm that collaborates closely with Capcom to enhance brand awareness. That’s why Machine Head Works was created.

Before that, it stemmed from Capcom Division Four—the same roots as Kamiya-san’s. We were all mentees of Mikami.

Machine Head Works’ involvement now, working alongside Capcom and Clovers, lies in Capcom being the major IP holder, dictating the overall direction of the game. Clovers serves as the development lead for this project. Machine Head Works contributes by leveraging its prior experience working with Capcom on several titles, understanding what Capcom requires to produce the game. We also have experience collaborating with Kamiya-san. Thus, we act as a bridge between Clovers and Capcom.

Moreover, we have experience using the RE Engine, which Clovers’ developers haven’t worked with yet. We’re assisting them. Beneath us, Machine Head Works includes individuals who worked on the original Ōkami and will aid in developing this sequel.

Hirabayashi: Sakata-san and his team have assisted us with the PS4 port of Ōkami. They’ve also helped with the Xbox One and Switch versions. Later, they’ve contributed to more recent RE Engine titles like Resident Evil 3 and Resident Evil 4.

Why RE Engine? Are there specific advantages this engine offers that align with the vision for the Ōkami sequel?

[Long pause.]

Hirabayashi: Yes. However, we cannot elaborate on specifics at this time. Capcom believes that without the RE Engine, Kamiya-san’s artistic ambitions for this project wouldn’t be feasible.

Kamiya: RE Engine is renowned for delivering high-quality visuals and expressive storytelling. People anticipate and expect this level of quality from the engine for this game.

I want to revisit something you mentioned earlier. You stated that Capcom has long desired an Ōkami sequel. Some might find it surprising, given that the original seemed to perform below commercial expectations. I’m curious why Ōkami has remained so cherished and why Capcom has prioritized it for so long.

Hirabayashi: We believe there are countless Ōkami fans within the Capcom fanbase. Although the original game launched nearly 20 years ago, millions of fans exist worldwide. Check Capcom’s IR page for sales figures, and you’ll find Ōkami listed among their million-selling titles. We believe there’s demand for this game, and we’re eager to fulfill it. It just took time for all the pieces to align for this project to become a reality.

Kamiya: Initially, from Clover’s perspective, we anticipated that the game might not reach as broad

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