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 · Pure Mechanics
Squad shooting against scripted hordes with light class-loadout decisions.
F.E.A.R. 3 leans Execution (Practiced Mastery); Resident Evil: Operation Raccoon City 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.
F.E.A.R. 3
Slow-mo gunplay still rewards fast accurate aim
Resident Evil: Operation Raccoon City
Third-person aim against zombie and soldier swarms carries the game
Resident Evil: Operation Raccoon City leans a little harder on reads, though the gap is small.
F.E.A.R. 3
Squad AI flanks convincingly but follows mappable routines
Resident Evil: Operation Raccoon City
Versus modes add human prediction; campaign AI is scripted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
F.E.A.R. 3
Encounter layouts are scripted-but-unknown first time
Resident Evil: Operation Raccoon City
Infection mechanics and spawn chaos add mild unpredictability
F.E.A.R. 3 leans a little harder on optimization, though the gap is small.
F.E.A.R. 3
Cover usage and power timing are quickly learned
Resident Evil: Operation Raccoon City
Class abilities and loadouts are a shallow 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.