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 · Practiced Mastery
Slow-motion gunfights against aggressive but ultimately mappable squad AI.

Execution · Practiced Mastery
A twin-stick shooter about aiming and matching weapons to scripted ghost waves.
F.E.A.R. 3 leans Execution (Practiced Mastery); Ghostbusters: Sanctum of Slime leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
F.E.A.R. 3
Slow-mo gunplay still rewards fast accurate aim
Ghostbusters: Sanctum of Slime
Twin-stick aiming and dodging lead the combat
F.E.A.R. 3 leans a little harder on reads, though the gap is small.
F.E.A.R. 3
Squad AI flanks convincingly but follows mappable routines
Ghostbusters: Sanctum of Slime
Ghost enemies follow scripted patterns, not adapting
Ghostbusters: Sanctum of Slime leans a little harder on variance, though the gap is small.
F.E.A.R. 3
Encounter layouts are scripted-but-unknown first time
Ghostbusters: Sanctum of Slime
Enemy spawns and color-matching add some chaos
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
F.E.A.R. 3
Cover usage and power timing are quickly learned
Ghostbusters: Sanctum of Slime
Matching weapon colors to enemies rewards 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.