head to head
We Are Doomed 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 twin-stick arena shooter testing reflexes and positioning for high scores.
DOOM (2016) leans Execution (Pure Mechanics); We Are Doomed 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.
We Are Doomed
Twin-stick dodging and aiming under swarms demand reflexes
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.
We Are Doomed
Enemies spawn on scripts, nothing adapting to you
We Are Doomed leans clearly harder on variance.
DOOM (2016)
Minimal encounter randomness.
We Are Doomed
Spawn placement adds modest randomness
DOOM (2016) leans a little harder on optimization, though the gap is small.
DOOM (2016)
Rune and weapon mod picks meaningful.
We Are Doomed
Positioning and beam-charge timing reward score planning
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.