
This effectively resulted in four separate playthroughs of content, called Leon A/Claire B or Claire A/Leon B (depending on who you played as first). Even more than that there was in fact an entirely different scenario for the character you chose to play as second, which even had its own unique boss monsters, puzzles, and story events. Along with all the same mechanics of the previous game (Claire has a lockpick and a grenade launcher, different partner characters, etc), Leon and Claire had vastly different takes on the story, that lead them to entirely unique areas for both of them with events that weren’t repeated in the other’s campaign. In case you’re unfamiliar, how it used to work, in the original RE2 they tried to to create a more diverse game experience by making the decision to play as Leon or Claire result in actually different campaigns, that had more differences and reasons to go back.

So for that reason we went with two campaigns that still show all the events of each character’s story rather than have it all split up. I think players today, they want these sort of deep/intense experiences with the story, and by stretching it across 4 scenarios the story gets spread a little thin and create a sense of repetition by going through the game multiple times to see everything. We did simplify it a bit and make it more elegant by eliminating the A/B distinction and sort of meshing together what happens to the character’s A and B scenarios into one story. So for that reason we have a Leon campaign and a Claire campaign, they’re separate and you can choose which one you want to play first. We still want to replicate that feeling of seeing two sides to the same story through both character’s perspective in their own way. Either as Leon the rookie cop, or Claire as a student-the ‘zapping’ system as it was known where there was A parts and B parts to each character.

One of the great things about the original was this sort of two character system where you could get a different perspective on events. When asked if the system would be returning, Yoshiaki Hirabayashi said: During an interview we conducted with RE2 Remake‘s Producers, we learned a couple of cool things, but nothing was more interesting to me as their comments on RE2‘s “zapping” system.
