Along similar lines, do you think CC2's work is nearing completion on just Part 1 or more than that?
This is difficult to say because I don't know how they plan to structure the parts.
For all I know, they're making as many assets and systems as they can up front, so they can reel out the parts in short order by simply slapping the stuff together and tweaking it over at SE's studio.
It could also be that the parts will be really, really different in which case however work is progressing on part 1 might have little to no bearing on the progress of the latter parts (say, if part one is the primary story, part two is a prologue, and part three is an epilogue, and all parts feature somewhat different gameplay mechanics because they center around slightly different casts and tasks), which may mean that there will be an ongoing back and forth with CC2 for sometime.
As I've said before though, I do think there's a case to be made that they've worked up resources going pretty far forward based on the Movius collaboration, and now one of the primary heads of the Movius production is a part of the management team of the remake over at Business Division 1.
So, if the remake is just a chopped up version of the original game's story, then it's not inconceivable that they have progressed beyond part 1 in terms of asset production.
Take that as you may, the only thing I think we can bet a few dollars on is that CC2 has finished a decent amount of work on part 1, whatever that is, to warrant this move from SE.
There is little to no reason for Division 1 to hire programmers and 3D artists unless this is true, and I can't imagine these people are going to be starting from scratch, or that a team scrambled together at this point in time would be more cost and time efficient than continuing to rely on CC2's team.
It would seem that at least time has come to put in the polish on whatever CC2 etc. have prepared for the SE internal FFVIIR team.
That being said, there's some interesting info burried in the job listing.
The battle planner position talks specifically about designing gimmicks for the boss battles. Taken together with Nomura's talk about the Guard Scorpion encounter, it's obvious the remake is taking an approach of creating boss battles that are not merely centered around doing massive damage to a power HP sponge, as has been rutine in a lot of FF games over the years.
Rather bosses will likely function similarly to games like Zelda, Megaman, Dark Sould etc. with particular attack patterns, weakness and enviromental interactions that make each boss encounter feel distinct and memroable - at least that seems to be what they're aiming for.
The flip side of this, is that if they're hiring more people to do this now, it means that many boss encounters have not been properly planned nor integrated yet. How much of part 1 this applies to, if at all, is impossible to say.
Also, fun fact. I applied for the battle planner position, because why not? lol