Twenty years after the original *Ōkami* captivated players, Amaterasu, the sun goddess and source of all good, makes a stunning and unexpected return. Announced at The Game Awards, a sequel is underway, helmed by Hideki Kamiya, who, having recently left PlatinumGames, founded Clovers, his new studio. This project boasts an all-star team, blending fresh talent with veterans from the original *Ōkami* team, all under the watchful eye of publisher Capcom and supported by Machine Head Works—a studio comprised of Capcom veterans with experience on recent titles, including the *Ōkami* HD remake. The talent alone promises a remarkable continuation.
Beyond the emotional teaser and impressive names, details on the sequel have been scarce. Is it a direct sequel, or something more innovative? How did this project materialize after all these years? And was that truly Amaterasu in the trailer, or a strikingly similar wolf?
IGN recently sat down for a revealing interview with director Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata in Osaka, Japan. Over two hours, they discussed *Ōkami*, the sequel, their partnership, and their respective studios.

Here's the edited Q&A:
IGN: Kamiya-san, you've discussed your departure from PlatinumGames, citing a difference in development philosophies. You aimed to create games only you could make. What are your core beliefs, and how will they shape Clovers?
Hideki Kamiya: It's complex. Leaving Platinum after 16 years was driven by a feeling that the company's direction differed from my own. I believe a game creator's personality profoundly influences the player experience. My vision for development at Platinum diverged from theirs, so I sought a space to realize my creative goals. Clovers emerged from that, not as a pre-departure plan, but as a response. Discussions with colleagues solidified my desire to build a development environment aligned with my vision.
What defines a Hideki Kamiya game? How would someone recognize your work without knowing the creator?
Kamiya: I don't believe my games need to overtly scream "Kamiya game." My focus is on uniqueness—creating experiences unlike any other, offering players fresh and innovative ways to enjoy the game. That's my primary creative goal.
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 Capcom's fourth development division (Clover Studio). The four-leaf clover represents that division, and the "C" in our logo—repeated four times—symbolizes creativity, a core value of Clovers.

Capcom's heavy involvement suggests a pre-existing close relationship. Was a strong Capcom connection a goal even before Ōkami? Will Clovers maintain this close relationship?
Yoshiaki Hirabayashi: From Capcom's perspective, we've always wanted an *Ōkami* sequel. It's a beloved IP. When Kamiya left his previous company, we initiated discussions about this project. It was a perfect alignment of opportunity and key personnel.
Tell us the story behind the sequel. Why *Ōkami*? Why now? Whose idea was it?
Hirabayashi: Capcom always sought the right moment for an *Ōkami* sequel. It required careful planning and key personnel. The opportunity arose when Kamiya left his previous studio.
Kamiya: I always wanted an *Ōkami* sequel. The original story felt incomplete. Even while at Platinum, informal discussions with Takeuchi (Capcom producer) about a sequel were frequent. Leaving Platinum made it a reality.
Kiyohiko Sakata: As a former Clover Studio member, *Ōkami* is a cherished IP. We felt the timing was perfect for a sequel.
Can you introduce Machine Head Works, its role, and its involvement?
Sakata: Machine Head Works is a new company, stemming from M-Two (closely associated with Capcom) and Capcom's Division Four—Kamiya's roots. We bridge Clovers and Capcom, leveraging our experience with Capcom 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 *Ōkami* port, and have worked on *Resident Evil 3* and *Resident Evil 4*. Their RE Engine expertise is invaluable.
Why the RE Engine? What advantages does it offer for the *Ōkami* sequel?
Hirabayashi: The RE Engine was essential for realizing Kamiya-san's artistic vision. Specific details are premature.
Kamiya: The RE Engine's renowned visual expressiveness is crucial for meeting player expectations.
Despite *Ōkami*'s perhaps less-than-stellar initial sales, Capcom has always considered a sequel. Why?
Hirabayashi: *Ōkami* has a dedicated fanbase within Capcom and beyond. Millions of players have enjoyed the game over the years, resulting in steady sales, unlike many titles that experience a sharp decline. This sustained interest makes *Ōkami* a unique IP.
Kamiya: While initial reach may have been limited, later versions gained popularity. Social media engagement and the overwhelmingly positive reaction at the Game Awards announcement confirmed the substantial demand for a sequel.
You've assembled a dream team. Are there plans to involve other former Clover Studio members?
Kamiya: *Ōkami* veterans are involved through Machine Head Works. The current team is even stronger than the original, boosted by talent from various sources, including PlatinumGames.
You previously mentioned wishing for a stronger team for the original *Ōkami*. It seems you’ve addressed that.
Kamiya: While a stronger team doesn't guarantee success, it significantly increases the chances. We've assembled a highly skilled and passionate team.
Did you replay the original *Ōkami* before the announcement?
Hirabayashi: I reviewed materials, including the DVD containing cut content from the original game.
Kamiya: I wasn't aware of that DVD's existence!
Sakata: My daughter played the Switch version. Its intuitive design made it accessible even to a young, relatively inexperienced gamer.
Hirabayashi: My daughter also played the Switch version. Her perspective highlighted the game's appeal to a broader audience beyond just adult gamers.
What are you most proud of in the original *Ōkami*?
Kamiya: My love for my hometown (Nagano Prefecture) and its natural beauty significantly influenced the game's creation. The sequel will retain that spirit, blending the beauty of nature with darker elements and a compelling narrative.
[Question about a picture was omitted as the interviewees declined to comment.]
How has game development and technology changed since the original *Ōkami*, and how will this influence the sequel?
Sakata: The original *Ōkami*'s hand-drawn style presented technical challenges on the PS2. Modern technology allows us to achieve what was previously impossible, thanks to the RE Engine.
[Screenshots from the Game Awards teaser were included here.]
What are your thoughts on the Nintendo Switch 2?
Hirabayashi: We cannot comment on the Nintendo Switch 2.
Kamiya: Personally, I'd love to see a Virtual Console reboot.
Can you share any themes or story ideas you couldn't fully explore in the original *Ōkami*?
Kamiya: I have a detailed vision for the sequel's story and themes, developed over several years. It's a continuation of the original.
Hirabayashi: The sequel continues the story from the original *Ōkami*.
Is it Amaterasu in the Game Awards trailer?
Kamiya: I wonder…
Hirabayashi: Yes, it is Amaterasu.
Will *Ōkamiden* be acknowledged?
Hirabayashi: We are aware of fan feedback regarding *Ōkamiden*. The sequel directly continues the story from the original *Ōkami*.
How will the control system be approached, balancing modern expectations with the preferences of original fans?
Kamiya: While we won't ignore the original's strengths, we'll adapt the controls for modern gaming standards. We will carefully consider what works best for today's players.
Is the sequel very early in development?
Hirabayashi: Yes, we started this year.
Why announce it so early at the Game Awards?
Hirabayashi: We were excited and wanted to share the news, confirming the project's viability.
Kamiya: The announcement solidified the project from a dream into a tangible reality, a promise to the fans.
Do you worry about fan anticipation and potential delays?
Hirabayashi: We understand the anticipation. We'll work diligently to deliver a high-quality game without compromising on speed.
Kamiya: We'll focus on delivering the best possible game.
[Question about a video showing Amaterasu running was answered.]
What inspires you currently—games, books, movies, music?
Kamiya: Takarazuka stage shows, particularly the Hana group, inspire me with their creative stagecraft and ability to deliver compelling performances without the use of CGI or scene cuts.
Sakata: Smaller theater groups like Gekidan Shiki, emphasizing the live performance aspect, inspire me. The raw energy and occasional mistakes create an authentic and engaging experience.
Hirabayashi: Recently, I've been inspired by movies, particularly the *Gundam GQuuuuuuX* movie, which effectively portrays diverse perspectives and evokes powerful emotions.
What defines success for the *Ōkami* sequel?
Hirabayashi: Exceeding fan expectations and delivering an enjoyable experience.
Kamiya: Creating a game I'm personally proud of, while aiming for a result that aligns with player expectations.
Sakata: A game that is enjoyable to a wide range of players, from seasoned gamers to newcomers, and achieving the director's vision.
What are your goals for your studios in 10 years? Will you continue working with Capcom?
Sakata: To ensure Machine Head Works continues creating games, regardless of company size or specific projects.
Kamiya: For Clovers, it's about building a team of like-minded individuals I can collaborate with.
[Closing messages from Hirabayashi, Sakata, and Kamiya to the fans were included here.]