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
Open-world racer where banking risky speedpoints against human cops drives the tension.
Blur leans Execution (Pure Mechanics); Need for Speed: Rivals 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
Need for Speed: Rivals
Open-road control with pursuit tech timing
Blur leans a little harder on reads, though the gap is small.
Blur
Human racers bait and time power-ups against you
Need for Speed: Rivals
AllDrive mixes human cops and racers in
Blur leans a little harder on variance, though the gap is small.
Blur
Power-up pickups and incoming attacks add chaos
Need for Speed: Rivals
Dynamic open-world encounters and weather
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
Need for Speed: Rivals
Risk-versus-bank speedpoint economy
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.