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

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

Execution · Pure Mechanics
An auto-scrolling lane shooter testing quick repositioning against memorised waves.
DOOM (2016) leans Execution (Pure Mechanics); Son Son leans Execution (Pure Mechanics).
DOOM (2016) leans a little harder on execution, though the gap is small.
DOOM (2016)
Aim, movement, glory-kill timing all peak.
Son Son
Lane-switching and shooting under auto-scroll pressure is everything
DOOM (2016) leans a little harder on reads, though the gap is small.
DOOM (2016)
Demons scripted attack patterns.
Son Son
Enemy waves arrive on fixed schedules
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.
Son Son
Occasional random bamboo bonuses, otherwise fully fixed
DOOM (2016) leans a little harder on optimization, though the gap is small.
DOOM (2016)
Rune and weapon mod picks meaningful.
Son Son
Learning wave layouts and fruit triggers maximises survival
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.