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

Execution · Practiced Mastery
The original 2003 WWII shooter built around cinematic squad set pieces.

Execution · Practiced Mastery
Shooter-platforming crossed with base defense, testing weapon execution and turret planning.
Call of Duty leans Execution (Practiced Mastery); Ratchet & Clank: Full Frontal Assault leans Execution (Practiced Mastery).
Call of Duty leans a little harder on execution, though the gap is small.
Call of Duty
Aim and reaction carry the scripted firefights
Ratchet & Clank: Full Frontal Assault
Weapon juggling and movement carry the defense waves
Ratchet & Clank: Full Frontal Assault leans a little harder on reads, though the gap is small.
Call of Duty
Light multiplayer prediction; campaign AI is scripted
Ratchet & Clank: Full Frontal Assault
Competitive raids against humans reward predicting attack lanes
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Call of Duty
Some spawn and hit unpredictability
Ratchet & Clank: Full Frontal Assault
Wave compositions are mostly known after few runs
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Call of Duty
Memorising set pieces and weapon positions
Ratchet & Clank: Full Frontal Assault
Turret placement and node economy are plannable systems
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.