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

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

Execution · Pure Mechanics
A methodical shooter that rewards learning enemy layouts and conserving resources across connected military bases.
Beach Head 2002 leans Execution (Pure Mechanics); Quake II 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
Quake II
Fast strafe-aim against hard-hitting enemies demands clean inputs
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
Quake II
All enemies are scripted; no adaptive AI present
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Beach Head 2002
Attack timing and approach vectors vary
Quake II
Item and enemy placement is fixed but unknown on first play
Quake II leans a little harder on optimization, though the gap is small.
Beach Head 2002
Weapon switching and threat priority improve survival
Quake II
Ammo and health economy tightly constrains routing through every level
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.