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
Push-forward arena FPS where movement and aim are the whole game.

Execution · Pure Mechanics
A more combat-forward sequel with sharper platforming demands.
DOOM (2016) leans Execution (Pure Mechanics); Ori and the Will of the Wisps 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.
DOOM (2016)
Aim, movement, glory-kill timing all peak.
Ori and the Will of the Wisps
Combat plus escape chases demand tight inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
DOOM (2016)
Demons scripted attack patterns.
Ori and the Will of the Wisps
Scripted bosses, no human opponent
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
DOOM (2016)
Minimal encounter randomness.
Ori and the Will of the Wisps
Deterministic encounters
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
DOOM (2016)
Rune and weapon mod picks meaningful.
Ori and the Will of the Wisps
Shard loadouts and weapon choice tune playstyle
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.