Based on several previews that I’ve read I’ve come to a basic understanding of how VATS works, I was hoping you would be able to confirm or deny this understanding.
-you que targetted shots / reloads and possibly access inventory (?)
-you activate your actions by exiting VATS
-your queued actions are played out in slow motion outside of your control while the camera follows the action cinematically
-the game reverts back to player control / real time and the enemy attacks you while your action points recharge
-you pause again
That’s pretty much how it works. You enter the VATS interface, it shows a grid with the possible targets/their hit percentage, you pick which parts to shoot until you run out of AP, execute the actions, it goes through the shots in a cinematic/slow-mo way, and if the enemy is still alive you gain control again while the AP recharge.
I’m not sure if you can access the inventory or anything when in the VATS interface, just because they didn’t try to do it.
This brings some clarity to how the system works,I think.
Update by DocConrad:
Q: Do enemy attacks play out in the cinematic sequence?
A: In the real time I know the enemy attacked. I don’t think the enemy can attack you in the VATS system, but then again, he only used it from a distance against three things; only the mutant was firing back, but he knocked its block off the first time. Hard for a giant ant to fight back when it’s 30 feet away.I’m fairly certain from what they showed that when you attack in VATS and the animations go through it doesn’t follow up with an attack, though.
Not quite confirmation that enemies cannot attack you during the VATS sequence but it is heavily suggested.
Q: Is there a cinematic with slow motion after every queue is activated?
A: They were always in a cinematic style. (Not like Matrix where it’s all flashy, but it follows the bullet, shows it hit the arm/leg/whatever, shows the reaction to the shot, etc. then zooms back out to the normal view)
Anyways, to clarify:
2. queue targeted shots
3. activate queue
4. queued actions play out in a slow motion cinematic
5. player controlled realtime mode resumes/enemy attacks/action points recharge gradually