This game is kind of like it in that it's a 3rd person shooter and you get to execute movement techniques to gain the upper hand and whatnot. Almost all weapons have infinite ammo (as in you can reload as often as you want) and all can kill you relatively quickly if you're not careful. You are also granted an additional skill that you can purchase with in-game cash (not something you have to pay real money for) that you can use and is assigned to the shift button. The gameplay is slower (nothing may ever be as fast as Gunz...), but puts more emphasis on teamwork and is more balanced (just about all weapon set-ups are viable).
Personally, I feel that what Gunz did wrong, S4 got right. It's more team-based and balanced. But what Gunz got right, S4 got wrong - and what it got wrong was the core of the game. Gunz delivered an adrenaline-filled experience and pushed the boundaries of a third person shooter, even if it was through glitches. It was fast-paced and offered extreme depth in its gameplay. In S4, I find myself just running and gunning 70% of the time, even in the team-based Touchdown mode, which unarguably requires the most skill. There is almost no cost from playing like that. Also, dying held almost no negative consequence except in TDM matches, where reaching a kill count is the goal, not reaching a certain amount of round wins. Even then, dying is not terrible because you respawn in seven seconds. However, when you respawn, you are given two seconds of invincibility where you can't be hurt but you cannot do anything that would hurt your opponent, potentially robbing you of the element of surprise. They also placed limitations on your movement capability (each movement technique cost SP, which gradually refilled on a bar). You could not infinitely climb higher, nor could you wall run above the very bottom of a pit for extended periods of time. Also, the control layout feels clunky and does not maximize movement (you cannot hold strafe and jump at the same time, as it would execute the dodge animation, which you cannot shoot during its duration. Instead you must jump first and then move sideways). These limitation is what I believe really hampered what could have been a great game.
I honestly feel that the creators wanted to copy Gunz's movement options and whatnot. However, by limiting your ability to do these techniques, they created an entirely inferior version.
thanks for the heads up. It definitely looked like an adrenaline rush game, in the same vein as Gunz. The main problem with those types of games is that the fun burns out quickly. Shame too but the videos of this game looked like what I wanted from gunz, more abilities, so it would have some depth. Oh well, I guess I'll try it when I get bored.
If anyone else is interested in a game in the same vein I recommend Stranglehold
I had a level 42 on GunZ before I stopped. Too many hackers. I did enjoy using dual-revolvers though and wearing the orange summer top to make myself a more obvious target. I liked challenging myself back in the day :). I could do beginner's k-style (none of that double or triple butterfly =.=) but mostly tumbled/half-stepped and gunned down people.