head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Pure Mechanics
An early snowboarding game testing landing control and trick timing down fixed slopes.

Execution · Pure Mechanics
Sequel continuing the Alma horror story with mech sequences and slow-motion combat.
Cool Boarders leans Execution (Pure Mechanics); F.E.A.R. 2: Project Origin 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.
Cool Boarders
Balancing landings and timing tricks demands precise control
F.E.A.R. 2: Project Origin
Aim and slow-mo trigger discipline
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Cool Boarders
No adaptive opponent on the slope
F.E.A.R. 2: Project Origin
Enemy squads are clever but scripted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Cool Boarders
Course is fixed with little randomness
F.E.A.R. 2: Project Origin
Minor spawn and cover variation
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Cool Boarders
Learning lines and trick timing for points is the meta
F.E.A.R. 2: Project Origin
Learning arenas and ability usage
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.