head to head
Raiden IV OverKill asks more than DOOM (2016), and the gap is variance.

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

Execution · Pure Mechanics
A bullet-hell shmup testing reflex dodging of scripted enemy patterns.
DOOM (2016) leans Execution (Pure Mechanics); Raiden IV OverKill leans Execution (Pure Mechanics).
Raiden IV OverKill leans a little harder on execution, though the gap is small.
DOOM (2016)
Aim, movement, glory-kill timing all peak.
Raiden IV OverKill
Dodging dense bullet patterns demands precise reflexes
DOOM (2016) leans a little harder on reads, though the gap is small.
DOOM (2016)
Demons scripted attack patterns.
Raiden IV OverKill
Enemies fire fixed scripted patterns, not adapting
Raiden IV OverKill leans clearly harder on variance.
DOOM (2016)
Minimal encounter randomness.
Raiden IV OverKill
Some spawn and item randomness, mostly mappable
Raiden IV OverKill leans a little harder on optimization, though the gap is small.
DOOM (2016)
Rune and weapon mod picks meaningful.
Raiden IV OverKill
Memorizing patterns and scoring routes maximizes runs
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.