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

Execution · Pure Mechanics
A relentless wave-clearing shooter that tests sustained aim and movement against massive scripted enemy crowds.
DOOM (2016) leans Execution (Pure Mechanics); Painkiller (2004) 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.
Painkiller (2004)
Constant crowd-control movement against overwhelming enemy counts demands fast aim
DOOM (2016) leans a little harder on reads, though the gap is small.
DOOM (2016)
Demons scripted attack patterns.
Painkiller (2004)
All enemies are scripted waves with fixed attack patterns
Painkiller (2004) leans a little harder on variance, though the gap is small.
DOOM (2016)
Minimal encounter randomness.
Painkiller (2004)
Enemy counts and placements are fixed with minimal unknown elements
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.
Painkiller (2004)
Tarot card selection and level routing provide a thin 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.