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

Execution · Practiced Mastery
Combat racing that tests driving under fire and smart upgrade economy between races.

Execution · Practiced Mastery
Arcade driving gated by a randomised upgrade-card progression economy.
Death Rally 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.
Death Rally
Top-down driving and aiming under fire decide races
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.
Death Rally
AI rivals follow patterns, not your mind
Need for Speed: Payback
Cops and rivals run scripted pursuit logic
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Death Rally
Pickup spawns and rival aggression add run-to-run chaos
Need for Speed: Payback
Speed-card upgrade rolls gate progression randomly
Death Rally leans a little harder on optimization, though the gap is small.
Death Rally
Spending winnings on the right upgrades drives the career
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.