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
Arcade racing with Mario Kart-style power-ups bolted onto licensed cars.

Execution · Practiced Mastery
A gritty WWII Call of Duty that introduced the Zombies mode.
Blur leans Execution (Pure Mechanics); Call of Duty: World at War leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Blur
Racing lines and dodging shots demand car control
Call of Duty: World at War
Twitch gunfights in fast multiplayer lobbies
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Blur
Human racers bait and time power-ups against you
Call of Duty: World at War
Human opponents reward positioning prediction
Blur leans a little harder on variance, though the gap is small.
Blur
Power-up pickups and incoming attacks add chaos
Call of Duty: World at War
Random lobbies, spawns, and zombie waves
Call of Duty: World at War leans a little harder on optimization, though the gap is small.
Blur
Track knowledge and pickup routes are learnable
Call of Duty: World at War
Perk loadouts and map control are learnable
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.