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 · Practiced Mastery
An arcade FPS that scores you for killing enemies in the most creative ways possible.

Execution · Practiced Mastery
A brutally resource-scarce survival game that rewards upgrade planning and precise gunplay equally.
Bulletstorm leans Execution (Practiced Mastery); The Evil Within 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.
Bulletstorm
Leash, kick, and shot timing drive skillshot chains
The Evil Within
Precise shooting and crafting under scarce resources demand execution
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Bulletstorm
Enemies are scripted fodder for your combos
The Evil Within
Haunted follow fixed behaviours; Ruvik is a scripted trigger
The Evil Within leans a little harder on variance, though the gap is small.
Bulletstorm
Arenas and spawns are fixed and learnable
The Evil Within
Chest contents and drop tables have minor variance
The Evil Within leans a little harder on optimization, though the gap is small.
Bulletstorm
Maximising skillshot score per arena is a solvable puzzle
The Evil Within
Upgrade tree, bottle routing and enemy-avoid sequencing are deeply optimisable
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.