head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Execution · Pure Mechanics
A fixed-position shooter testing aim and target prioritization against waves.

Execution · Pure Mechanics
A relentless wave-clearing shooter that tests sustained aim and movement against massive scripted enemy crowds.
Beach Head 2002 leans Execution (Pure Mechanics); Painkiller (2004) leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Beach Head 2002
Aim and target prioritization under fire dominate
Painkiller (2004)
Constant crowd-control movement against overwhelming enemy counts demands fast aim
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Beach Head 2002
Enemy waves scripted, not adapting to you
Painkiller (2004)
All enemies are scripted waves with fixed attack patterns
Beach Head 2002 leans a little harder on variance, though the gap is small.
Beach Head 2002
Attack timing and approach vectors vary
Painkiller (2004)
Enemy counts and placements are fixed with minimal unknown elements
Painkiller (2004) leans a little harder on optimization, though the gap is small.
Beach Head 2002
Weapon switching and threat priority improve survival
Painkiller (2004)
Tarot card selection and level routing provide a thin solvable layer
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.