"I don’t take much notice about what people say about our games I work on, whether positive or negative,” he said. “I think you just have to get it clear in your mind what you want to do and try and let that vision come to life.
"Obviously, when it’s finished, you can look back and say ‘yeah, that was really successful’ or ‘no, that wasn’t quite so successful,’ but at least I can sit back and say, ‘Yeah, that’s the game I wanted it to be.’”
Mayles said the question of how thge studio fits into today's games trade has been pushed more than usual recently.
“We’ve been asked that question quite a lot — and even more recently,” he added. “I guess our position…that’s a difficult one. We’ve always been seen as a bit, I don’t know, willing to take a chance on doing something different and trying to come up with new experience.
"Or, if it’s a game in an established genre, what we can do to add to that genre, rather than just tag it on and we can do a game in that genre."
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