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
Vehicular mayhem testing car handling plus knowing when wrecking beats racing.

Execution · Practiced Mastery
Arcade driving gated by a randomised upgrade-card progression economy.
Carmageddon II: Carpocalypse Now leans Execution (Practiced Mastery); Need for Speed: Payback 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.
Carmageddon II: Carpocalypse Now
Perfect car control trivialises wrecking AI opponents and surviving
Need for Speed: Payback
Arcade handling and chase setpieces need decent hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Carmageddon II: Carpocalypse Now
AI drivers follow set behaviours, never modelling the player
Need for Speed: Payback
Cops and rivals run scripted pursuit logic
Need for Speed: Payback leans a little harder on variance, though the gap is small.
Carmageddon II: Carpocalypse Now
Pickup spawns and physics chaos add modest run-to-run noise
Need for Speed: Payback
Speed-card upgrade rolls gate progression randomly
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Carmageddon II: Carpocalypse Now
Choosing wreck-versus-race strategy and upgrade economy is solvable
Need for Speed: Payback
Grinding efficient builds and routes is the systems layer
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.