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Project Brutality did it right by making running in and using melee a risky, strategic, completely optional strategy to potentially get more health than you lose.
NewDoom throws away the natural circle-strafing cadence of Doom by railroading the player into it. There's no reason for guns to abruptly loose effectiveness and force the player to close in and finish it. It's uncomfortable and jarring. Also, making it a 1-button action instead of a carefully timed mouse button combo is cheap and lame. But Brutal Doom did that, too.
you probably can say it about "glory kills" but the whole blood and gore didn't start with Brutal Doom
it probably went all the way back to Duke Nukem 3D who humiliated boss enemies (but not in realtime)
then there were famous classic gory games Blood and Rise of The Triad
then of course quake series had fun splashy gibs, then Soldier of Fortune had dismemberment, but where exactly a gory takedown as means of getting resources such as ammo and hp first became a thing isn't clear - might be from some PRG where player gets loot.
also the lock on enemy, brief slowdown and getting variations of kill depending on body area might just be Fallout 3's VATS system taken to 11
i could speculate that the "doom fortress" orbit thing in Eternal is a nod to Unreal 2 or Mass Effect of all things
also obstacle courses in Eternal - are they inspired by a certain best-selling Nintendo game? who knows...
They for sure took inspiration from it for the reboot, which put id Software and DooM franchise back in the gaming mainstream.