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

Execution · Pure Mechanics
Arcade racing with Mario Kart-style power-ups bolted onto licensed cars.

Execution · Pure Mechanics
A free-to-play kart racer where boost chaining and drift timing form the competitive floor.
Blur leans Execution (Pure Mechanics); KartRider: Drift 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.
Blur
Racing lines and dodging shots demand car control
KartRider: Drift
Drift initiation timing and boost-chain execution define speed
Blur leans a little harder on reads, though the gap is small.
Blur
Human racers bait and time power-ups against you
KartRider: Drift
Online lobbies require light item and opponent-line anticipation
Blur leans a little harder on variance, though the gap is small.
Blur
Power-up pickups and incoming attacks add chaos
KartRider: Drift
Item boxes and random pickups inject per-race randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Blur
Track knowledge and pickup routes are learnable
KartRider: Drift
Speed-mode line memorisation and drift builds are light but solvable
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.