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

Execution · Pure Mechanics
Mastering the double-barrel shotgun's rhythm while navigating scripted enemy ambushes across dense urban maps.

Execution · Pure Mechanics
A relentless wave-clearing shooter that tests sustained aim and movement against massive scripted enemy crowds.
Doom II: Hell on Earth 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 II: Hell on Earth
Super Shotgun and movement timing demand precise motor execution
Painkiller (2004)
Constant crowd-control movement against overwhelming enemy counts demands fast aim
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Doom II: Hell on Earth
All enemies are scripted; no opponent models the player
Painkiller (2004)
All enemies are scripted waves with fixed attack patterns
Doom II: Hell on Earth leans a little harder on variance, though the gap is small.
Doom II: Hell on Earth
Ambush placements are hidden until triggered on first run
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 II: Hell on Earth
Learning enemy placement and resource routes reduces every encounter
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.