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 rail-shooter score test of raw accuracy over fully memorised spawn patterns.
DOOM (2016) leans Execution (Pure Mechanics); The House of the Dead: Remake 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.
The House of the Dead: Remake
An aimbot trivialises it - accuracy and reload timing are everything
DOOM (2016) leans a little harder on reads, though the gap is small.
DOOM (2016)
Demons scripted attack patterns.
The House of the Dead: Remake
Zombies spawn on rails, never adapting
The House of the Dead: Remake leans a little harder on variance, though the gap is small.
DOOM (2016)
Minimal encounter randomness.
The House of the Dead: Remake
Branching paths and item spots are quickly mapped
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.
The House of the Dead: Remake
Memorising spawn orders and routes defines high scores
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.