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
FPS aim welded to a team economy of base-destruction priorities.

Execution · Pure Mechanics
Squad shooting against scripted hordes with light class-loadout decisions.
Command & Conquer: Renegade leans Execution (Practiced Mastery); Resident Evil: Operation Raccoon City 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.
Command & Conquer: Renegade
FPS aim in infantry and vehicle fights carries the game
Resident Evil: Operation Raccoon City
Third-person aim against zombie and soldier swarms carries the game
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Renegade
Multiplayer base assaults involve predicting human team pushes
Resident Evil: Operation Raccoon City
Versus modes add human prediction; campaign AI is scripted
Resident Evil: Operation Raccoon City leans a little harder on variance, though the gap is small.
Command & Conquer: Renegade
Maps and economy rules are fully known
Resident Evil: Operation Raccoon City
Infection mechanics and spawn chaos add mild unpredictability
Command & Conquer: Renegade leans a little harder on optimization, though the gap is small.
Command & Conquer: Renegade
Credit economy and building-target priority decide C&C-mode matches
Resident Evil: Operation Raccoon City
Class abilities and loadouts are a shallow solvable 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.