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

Execution · Practiced Mastery
Sandbox FPS where a nanosuit lets you choose speed, strength, or stealth per fight.

Execution · Practiced Mastery
Slow-motion gunfights against aggressive but ultimately mappable squad AI.
Crysis leans Execution (Practiced Mastery); F.E.A.R. 3 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.
Crysis
gunplay and suit-mode switching mid-fight
F.E.A.R. 3
Slow-mo gunplay still rewards fast accurate aim
F.E.A.R. 3 leans a little harder on reads, though the gap is small.
Crysis
AI soldiers are scripted searchers
F.E.A.R. 3
Squad AI flanks convincingly but follows mappable routines
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Crysis
open encounters play out unpredictably at first
F.E.A.R. 3
Encounter layouts are scripted-but-unknown first time
Crysis leans a little harder on optimization, though the gap is small.
Crysis
suit energy management and approach planning
F.E.A.R. 3
Cover usage and power timing are quickly learned
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.