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 · Competitive PvP
Analog-stick boxing testing punch precision and counter-baiting against human opponents.

Execution · Competitive PvP
Cover-based shotgun duels testing movement execution and positional prediction in multiplayer.
Fight Night 2004 leans Execution (Competitive PvP); Gears of War: Ultimate Edition leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Fight Night 2004
Analog punch control and block timing are the core test
Gears of War: Ultimate Edition
Wallbounce movement and gnasher duels demand real hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Fight Night 2004
Versus humans, baiting counters and feinting is genuine prediction
Gears of War: Ultimate Edition
Multiplayer is constant positional mind-games around cover
Gears of War: Ultimate Edition leans a little harder on variance, though the gap is small.
Fight Night 2004
Outcomes follow inputs with little randomness
Gears of War: Ultimate Edition
Weapon spawns timed and known; spread mildly random
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Fight Night 2004
Stat training and stamina management add a planning layer
Gears of War: Ultimate Edition
Map control and spawn timing knowledge structure matches
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.