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Soul is indeed an aspect of the game. All the installments of the series under Cunningham's direction were made with soul, but... Heroes 5 is an interesting game, developed based on the third installment, but it lacks something... How to put it, that certain soul? Fortunately, with the release of the Hammers of Fate expansion, that soul peeked in and yawned wearily. It doesn't seem like much has changed, but the dwarves fit the game so well, and the presentation of the story became much better than in the original. This is what I'm getting at. Our Russian games used to be made by enthusiasts; remember the early installments of the Quest for a Lost Civilization series? Remember? And now, imagine those dull, repetitive jokes from the latest installment. Or take ExMachina – beautiful graphics, a well-developed game, but lacking that spark. Of course, you play it at first and are amazed, but the chances of replaying the game are very slim. But remember Space Rangers 2. Nothing special: 2D space, a simple combat system, text-based quests (in the 21st century!!!), but at the same time, the game was captivating, and you could feel the soul in everything: in the ship models, in the glow of space, in the music, and not everyone knows that during the quest about transporting a video recording of a disaster, you can watch a small video by activating the clue. I went beyond Heroes to provide examples – soul is an extremely desirable aspect of a game; it's what makes them great.