HunchBluntley: Being that
Immortal Redneck came out not quite a year after
Doom 2016, I assume
IR was already at least in the early stages of development when nu-
Doom released. So while
Doom 2016 might've influenced parts of this game,
IR still predates
Doom Eternal by nearly 3 years.
Makes sense. I feel the gameplay influence primarely because of the ledge climbing mechanic and focus on forward movement. Sideways dodging and aim is annoying and slow though, as you can only run forward, not sideways nor backwards in IR.
Vainamoinen: Oh, so apparently it inspired the new Doom games. ;)
Clearly! :P
I'd say it's also heavily inspired by
Serious Sam First and Second encounters. --edit:
.Keys: Sideways dodging and aim is annoying and slow though,
as you can only run forward, not sideways nor backwards in IR. After playing it more, I noticed this critique wasn't fair. So, to correct myself:
This game have a mechanic which allow you to buy ancient egypt gods favours with gold. You can then select which god favour you want through which you receive different buffs and debuffs, plus a new set of guns and two abilities, one passive and another one active.
There are a lot of creative variations through this mechanic, therefore it's purposeful to disallow the player to run fast backwards, as there is one god favour that gives the player speed and backwards running capabilities.
Many other interesting mechanics using random item drops in chests also exists. So yeah, the game opens up at higher floors, which is nice.