Project Wingman/Trailers

The transcription article for all official *Project Wingman* trailers and videos.

## *Project Wingman* - Kickstarter Trailer

* **ATC**: Hitman 1, you're cleared for takeoff.

* All conditions good, airframe solid.

* **AWACS | Galaxy**: Engage.

* Master arm is on. Good spin and good tone for weapons.

* **AWACS | Galaxy**: Hitman 1, locked on.

* **AWACS | Galaxy**: Commencing rocket fire.

* **Hitman 2 | Diplomat**: Hitman 2, Fox Two!

* **Hitman 2 | Diplomat**: Doesn't look like much of a home anymore, huh?
* **???**: The Federation will answer for this.

* **AWACS | Galaxy**: Heads up, large enemy formation incoming. Same bearing as before.
* **Assassin 1 | Kaiser**: Let's go hunting, gentlemen.
* **Hitman 3 | Comic**: Hostile led on radar. Moving to engage.
* Thermal signature rising!
* There's tracers going by my wing!
* Bandit's right on me!
* Tally ho on bandits.
* **AWACS | Galaxy**: Looks like they haven't given up this airspace quite yet.
* I'll put this mercenary in their place.
* Watch for enemy radar spikes.
* Target on the nose.
* **Assassin 1 | Kaiser**: Do you wanna live forever? Let's give the rebels what they paid for!

## *Project Wingman* - Arcade Flight-Sim - Announcement Trailer

* **AWACS | Galaxy**: Entering hostile territory, stay sharp.
* **AWACS | Galaxy**: Hard lock, let it fly.

* **Hitman 3 | Comic**: Comic, engaging.

* **AWACS | Galaxy**: Monarch, bombs away!
* **AWACS | Galaxy**: Right on target.
* **AWACS | Galaxy**: Tally ho on some new contacts.

* **AWACS | Galaxy**: Kill confirmed!

* **AWACS | Galaxy**: Good work, Hitman Team, return to base.

## *Project Wingman* - Gamescom Trailer

* They're in my sights.
* Going for a missile launch.
* Warnings going off! Someone's on me!
* There's tracers going by my wing!
* Evade, full throttle!

* **AWACS | Galaxy**: A large group of enemy fighter formations has been spotted in the area. Eliminate all enemy squadrons and restore air superiority.
* **Hitman 3 | Comic**: 'bout time. Comic, engaging.

* **Hitman 3 | Comic**: I expected better from the welcoming party.

* **AWACS | Galaxy**: Monarch, Fox One!

* **AWACS | Galaxy**: Target down!

* **AWACS | Galaxy**: Watch 'em fly!

* **AWACS | Galaxy**: Ground unit destroyed.

* **Sicario SOF | Ronin**: Oh shit!

* **AWACS | Galaxy**: Keep 'em guessing!

* **AWACS | Galaxy**: Pop your flares, Monarch!

* **AWACS | Galaxy**: Monarch, move your ass!

## *Project Wingman* - Launch

* Damn it, he's engaging me!

* **Hitman 1 WSO | Prez**: Enemy aircraft shot down!
* **Sicario Airborne**: Go, go, go!
* **Hitman 1 WSO | Prez**: Bombs away!

* We've got hostiles moving to engage.
* Hope I bag a few more kills today.

**21 CAMPAIGN MISSIONS**

* **Hitman 1 WSO | Prez**: Hitman 1, Monarch and President, ready to roll.

**OVER 20 UNLOCKABLE AIRCRAFT**

* Bandit's right on me!
* **Hitman 1 WSO | Prez**: Splash one!

**ROGUELIKE CONQUEST MODE**

* Missile's locking on! Evading!
* **Hitman 1 WSO | Prez**: They're on us, Monarch! Evade!
* Bandit's shot down.

* **AWACS | Galaxy**: Ground target destroyed.

* **AWACS | Galaxy**: Target hit.
* Bandit's mine.
* Hostile taken down.
* **Hitman 1 WSO | Prez**: They're still going! Let's finish it!

## *Project Wingman* Soundtrack - Making of - Part 1

* **Jose Pavli**: Hello, everyone, my name is Jose Pavli and welcome to the very first video on this channel that is not a music video. In this video, we're going to cover pretty much everything related to *Project Wingman*'s soundtrack. You're going to get a lot of informations {sic} about how I made it and the decision {sic} we made along the way. At first, there was supposed to be only one video giving you a rough list of all the themes and melodies in the soundtrack and what or who they are attached to. While making the video, it became a 15 minutes long one and I quickly realized everything I wanted to say couldn't fit into one single video, so I’ve decided to make two instead, so welcome to the first part of *Project Wingman*'s soundtrack behind the scenes.

**DISCLAIMER**
**THIS VIDEO CONTAINS SPOILERS. IT IS HIGHLY RECOMMENDED YOU COMPLETE THE CAMPAIGN BEFORE WATCHING IT.**

* **AWACS | Galaxy**: Hitman Team, you're entering dangerous airspace. Recommend you turn back now and complete your other objectives before proceeding.

* **Jose Pavli**: Instrumentation has obviously changed along the way. As the story was taking shape, we kept adding sounds and instruments to the existing palette we had. However, some core elements were already decided since the Kickstarter back in 2018. To give you a little bit of context, when I was approached by Matt, the writer, back in 2017, the main reference soundtrack RB had for *Project Wingman* was *Nier: Automata*. As a big *Nier* fan, I was happy to hear that, because I absolutely loved the *Nier: Automata* soundtrack, and I felt very excited to potentially score a game with this as a reference. However, I had to convince RB I could be a good fit for his game.

**CALAMITY**
**COMPOSING THE FIRST DEMO**

* **Jose Pavli**: So, instead of going to sleep, I’ve decided to make a demo and send it straight to RB. This demo then became “Calamity”. And believe it or not, it hasn't changed much since. The “Calamity” track you hear in the game is pretty much the track that got me onboard. It already had what became later on the main theme of the game.

* **Jose Pavli**: So the main reason “Calamity” feels heavily inspired by *Nier: Automata* soundtrack, it's because at that time, this was the only info I had and I just wanted to show RB I was versatile and able to adapt my style to match his expectations, and I believe it worked, because here I am, more than three years later, telling you about how I've created the whole soundtrack for the game.

**THE MAIN THEME**

* **Jose Pavli**: So, while *Nier: Automata* soundtrack was our first reference, it was not the only one. Quickly after getting funded on Kickstarter, i told RB my priority was to give *Project Wingman* a unique sound and instrument palette. Before even thinking about themes or melodies, we had to agree on what exactly *Project Wingman*'s soundtrack should sound like. We realized that the current tracks in the game, so “Calamity” and “Clear Skies”, were giving a sense of freedom, and the lyrical strings were fitting the Independence Force, Hitman Team, and the fight for freedom in general.

* **Jose Pavli**: Therefore, we decided to attach the main melody of the game to *Project Wingman* as a game of course, but also to that sense of freedom you are supposed to fight for, and keep that in mind, because it will have its importance later on.

**THE FEDERATION**

* **Jose Pavli**: For the Federation theme, we wanted to create a contrast. We naturally went for a more industrial, electronic, and brassy sound for everything related to the Federation. If you pay attention, most of the time, the Federation theme is played on the brass, and here's what it sounds like.

**FEDERATION THEME**
**NOW PLAYING : TR. 16 – OPERATION BLACKOUT**

* **Jose Pavli**: What's very interesting in my opinion is that this melody is played and used in different ways. For example, as you make progress in the campaign and watch the Federation slowly losing the fight, its theme becomes less frightening.

**FEDERATION THEME**
**NOW PLAYING : TR. 21 – VALKYRIE’S CALL**

* **Jose Pavli**: It almost starts to make you feel guilty for what you're doing.

**FEDERATION THEME**
**NOW PLAYING : TR. 24 – CONSEQUENCE OF POWER**

* **Jose Pavli**: As you can hear, the music is slowly telling you that in the end, it might not be as simple as the good guys fighting the evil. Music already knows that this war is not so simple.

**FEDERATION THEME**
**NOW PLAYING : TR. 28 – RED SEA**

* **Jose Pavli**: Now that we have that sense of duality between the two camps fighting each other, we obviously had to give Hitman Team its own musical identity.

**HITMAN TEAM**

* **Jose Pavli**: For the Hitman Team theme, I had to keep three things in mind. First of all, they're all mercenaries. They are not directly involved in the conflict and are only doing this for money. When I suggested electric guitar riffs and solo to picture that, Matt and RB approved immediately. Feels very rock and roll to risk your life in the sky for some money, right?

* **Jose Pavli**: The second element I had to consider was the fact that there are three: Dip, Comic, and Monarch, and another way to give them a theme is to have only three notes playing. I’m sure you're thinking, “How can we have a theme with only three notes”? Well, it is more of an ostinato, rapid violin notes playing in the background playing quickly, a repetitive motif. You can hear this ostinato in many missions. Try to focus on the three notes playing in the background.

**HITMAN TEAM THEME**
**NOW PLAYING : TR. 06 – HOMESTEAD**
**NOW PLAYING : TR. 12 – EMINENT DOMAIN**

* **Jose Pavli**: The last thing I had to consider was Monarch. I had to give him a light motif that could be used during key moments. While he's the main character of the game, I decided not to give him a melody, because the game is actually not really about him, but more about the conflict around him. Therefore, Monarch also has an ostinato attached to him. You first hear it in "Magma Carta".

**MONARCH THEME**
**NOW PLAYING : TR. 10 – MAGMA CARTA**

* **Jose Pavli**: And of course, in "Kings".

**NOW PLAYING : TR. 30 – KINGS**

* **Jose Pavli**: Now, an interesting thing I did was playing themes together. In Valkyrie’s Call, for example, the opening is clearly telling you that this is the Fed against Hitman Team. Try to notice how the violins are starting with the Federation theme...and ends with the three notes from Hitman Team theme .

* **Jose Pavli**: Blending themes together to make the music actually saying things is something I’ve done a lot in *Project Wingman*. One of the best example  is in "Eminent Domain". During the second half of the track, I managed to fit Hitman's three notes ostinato on the violins in the background...with the Federation theme underneath with the brass. And right after, a variation of the main theme is played by the trumpets and the high strings.

* **Jose Pavli**: And...that's it for the first part. I hope you've enjoyed it and if you did, don't forget to subscribe and like the video. In the next video, we're gonna cover all the other themes that we didn't cover in this one the themes for Crimson Team, Crimson 1, the sky, the cordium, and even the main theme played reversed in order to emphasize a pretty important subject from the story. See you in the Part 2.

**THANKS TO**
**AWACS GALAXY -@VA\_KAY\_SIX**
**ACE COMBAT FAN FOR THE FOOTAGES.**
**RBD2 AND MATT FOR THEIR HELP.**
**YOU FOR YOUR SUPPORT.**

## *Project Wingman* Soundtrack - Making of - Part 2

* **Jose Pavli**: Hello, everyone, my name is Jose Pavli and welcome to *Project Wingman* Soundtrack Part 2.

**DISCLAIMER**
**THIS VIDEO CONTAINS SPOILERS. IT IS HIGHLY RECOMMENDED YOU COMPLETE THE CAMPAIGN BEFORE WATCHING IT.**
**NOW PLAYING : TR. 18 - SHOWDOWN**

* **Hitman 1 WSO | Prez**: This is Hitman 1 wizzo Prez here, I'm catching spoilers up ahead, so...you better watch the first part before watching this one.

* **Jose Pavli**: In this video, we're going to cover every light motifs and melodies  that we didn't cover during the first part, so let's get into it, shall we? And what a better way to start this video than starting with Crimson Team, the main antagonists.

**CRIMSON TEAM**

* **Jose Pavli**: Most of you got it straight away during Mission 6 when you encounter Crimson Team for the first time. The key instrument that is attached to them is the church organ.

**CRIMSON TEAM**
**CHURCH ORGAN**
**NOW PLAYING : TR. 11 – PEACEKEEPER I**

* **Jose Pavli**: Subconsciously, the organ gives you this idea that death is close. This instrument was perfect because it was also very different from everything we had in the music so far, and it gave a sense of immediate danger. In addition to that, Crimson Team is made of aces  pilots. They are the elite fighters from the Fed. To emphasize that, I went for a very classical approach with the harmony, the scales, and the way all the parts play with each other, and by classical, I don't mean orchestral. It was the best way to make you feel you are fighting prodigious pilots. Here is an example in "Peacekeeper I".

**CRIMSON TEAM
"ACE PILOTS FEEL”
“CLASSICAL” STYLE
CRIMSON 1**

* **Jose Pavli**: Now at that point, you already know that there is a theme for Crimson 1. However, even though he is the main villain, the story is not about Crimson 1 either; the events that took place before and during the game led him where he is now. For this reason, Crimson 1 doesn't have a melody, but an ostinato, and I’m sure it will remind you of something.

**CRIMSON 1**
**OSTINATO**

* **Jose Pavli**: You got it? No? It also plays in "Kings".

**NOW PLAYING : TR. 30 – KINGS**

* **Jose Pavli**: If you still don't get it, let's hear Monarch’s ostinato again.

**MONARCH**
**OSTINATO**
**NOW PLAYING : TR. 10 – MAGMA CARTA**

* **Jose Pavli**: And here's Crimson 1’s. That's it - they were made to be complimentary; the music is telling you there is a part of Monarch in Crimson 1 and vice versa, or at least in this story, Monarch can't be a good hero without Crimson, and Crimson can't be a good villain without Monarch, kind of thing. Well, you get what I mean.

**CORDIUM**
**NOW PLAYING : TR. 17 – ACTIVE CONTRACT**

* **Jose Pavli**: Themes and light motifs don't have to be melodies or even ostinatos. Elements from the music like specific instruments can be attached to the lore. That's what we decided to do with the cordium; it doesn't have a proper melody, but an instrument attached to it, and it is the Mongolian throat thingy. Have a listen in “Active Contract”.

**CORDIUM**
**MONGOLIAN THROAT SINGING**

* **Jose Pavli**: Now, there isn't a specific calculated reason behind the choice of using that Mongolian throat singing for the cordium, but after thinking a little bit about it, I thought this is something mankind wants to control, and it can give you power, but it's still something coming from nature. To me, those low voices capture the essence of what the cordium represents, and you should hear them in every mission directly related to the cordium or its effect. However, it's always played underneath the rest and used in a subtle way.

**NOW PLAYING : TR. 05 – JOURNEY WEST**
**NOW PLAYING : TR. 20 – DAEDALUS**
**THE SKY**
**NOW PLAYING : TR. 15 – WOLF IN THE DARK**

* **Jose Pavli**: Now, even if you haven't played the game, you probably know that a warplane game is set in the sky. Therefore, most of the story happens in the sky, especially the events that will change history. The sky has also a huge role to play in the way the story is told visually. The same mission won't have the same impact if it happens on a sunny day or during a storm. This is why the sky is so important. During the early stages of development when the missions were not designed yet, I would always ask RB what the weather would be and how the environment would look like, because what you see and the music you hear should have the same purpose: Being used as a tool to help tell the story, especially in a game without cutscenes where all the cinematic events happen during actual gameplay. That's one of the reason  I have decided to give the sky its theme, and without any surprise, you can hear it in many missions, since they are all set in the sky.

**THE SKY**
**LEITMOTIF**
**NOW PLAYING : TR. 12 – EMINENT DOMAIN**
**NOW PLAYING : TR. 29 – PRESIDIA**
**NOW PLAYING : TR. 18 – SHOWDOWN**

* **Jose Pavli**: Now, for those who have completed the game, you probably have noticed how the world is slowly becoming a dangerous place. As you are completing missions, the sense of danger keeps getting more and more intense and you slowly start to understand that something big and inevitable is gonna happen.

**“APOCALYPSE”**
**NOW PLAYING : TR. 25 – THE DEAL**

* **Jose Pavli**: The music had to emphasize this feeling, and I believe plays a big part in giving you that sense of danger and despair.

* **Jose Pavli**: We have decided to go for a change of orchestration and instrumentation to give the player this feeling that the stakes are way bigger than just money and there will be consequences. To achieve that, I had to keep two things in mind: Consistency and progression.

**CONSISTENCY PROGRESSION**
**NOW PLAYING : TR. 22 – FIRE AND DUST**

* **Jose Pavli**: Consistency, because while the story is evolving, it is still the same story about the same characters and entities, so while using a larger and more powerful orchestration, I had to make sure the second part of the soundtrack didn't feel like it was made for another game, and what ties the soundtrack together is the fact that we reused the same themes during the whole campaign. Although I’ve added bigger and more powerful instruments, the core orchestration remained the same throughout the game.

**PROGRESSION**
**NOW PLAYING : TR. 23 - PYROCLASTIC**

* **Jose Pavli**: The second thing I had to consider was progression. Having a sense of progression is important when you make changes to the instrumentation of a soundtrack along the way. There isn't one single event that makes you think “Okay, now, things are getting really, really complicated“.  It is a series of smaller events leading to the complete chaos you see in Kings. If you have a listen at “Bankrupt Sea”, the first mission track...and then “Kings", the last mission track...you don't need to be modern to notice the huge difference of intensity and epicness between those two tracks. That's why I have carefully implemented every element you hear in “Kings“ during previous missions. So when you arrived at Mission 21, you, as a player, are already familiar with every musical idea you hear. Let's listen to some tracks starting from Mission 1 to show you the progression.

**EARLY GAME**
**NOW PLAYING : TR. 04 – BANKRUPT SEA**
**NOW PLAYING : TR. 08 – THE INDEPNDENCE FORCE**
**MID GAME**
**NOW PLAYING : TR. 12 – EMINENT DOMAIN**
**NOW PLAYING : TR. 22 – FIRE AND DUST**
**LATE GAME**
**NOW PLAYING : TR. 26 - FIRE WITH FIRE**
**NOW PLAYING : TR. 28 – RED SEA**

* **Jose Pavli**: Now, there is one last thing I want to share with you: There are two tracks in the soundtrack where the main theme...is played backward.

**MAIN THEME**
**NOW PLAYING : TR. 13 – CLEAR SKIES**

* **Jose Pavli**: And by backward, I don't mean reversed. Maybe some of you have noticed It, but that's a really hard one to get the first time you hear it is in “Fire and Dust”. The ostinato repeated by the cello is the main theme played backward.

**MAIN THEME**
**PLAYED BACKWARD**
**BY THE CELLO**
**NOW PLAYING : TR. 22 – FIRE AND DUST**
**BY THE PIANO**

* **Jose Pavli**: It's also played by the piano, but more quickly.

**BY THE TRUMPET**

* **Jose Pavli**: And by the trumpet later on in the track. The second track where the main theme is played backward is “Consequence of Power”, so what do these two missions have in common? Well, it's in the title “power”. Those two missions are meant to show you the consequences of power. But why would I play the main theme backward to symbolize power? Because as I said in the first video, the main theme is also the theme for freedom, and some might disagree with me, but power is the opposite of freedom. When you have power, you have responsibilities. It is when you have nothing to lose that you are truly free. Therefore, what better way to oppose those two ideas than to have them playing the same melodies, but one playing it backwards?

**THANK YOU FOR WATCHING**
**NOW PLAYING : TR. 25 - PRESIDIA**

* **Jose Pavli**: Once again, thank you so much for your support. It's been incredible to read all your comments about the soundtrack and the game. Take care of yourself and see you soon.

**THANKS TO**
**WSO PREZ - @MADELINEDORROH**
**ACE COMBAT FAN FOR THE FOOTAGES.**
**RBD2 AND MATT FOR THEIR HELP.**
**YOU FOR YOUR SUPPORT.**