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

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

Execution · Pure Mechanics
Fast arena-style shooter mixing a scripted Strogg campaign with twitch multiplayer.
Fight Night 2004 leans Execution (Competitive PvP); Quake 4 leans Execution (Pure Mechanics).
Quake 4 leans a little harder on execution, though the gap is small.
Fight Night 2004
Analog punch control and block timing are the core test
Quake 4
Aimbot plus strafe-jump inputs dominate both campaign and multiplayer
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
Quake 4
Multiplayer duels reward predicting human positioning and timing
Quake 4 leans a little harder on variance, though the gap is small.
Fight Night 2004
Outcomes follow inputs with little randomness
Quake 4
Spawn and item timing add mild uncertainty
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
Quake 4
Item control routes and weapon picks are learnable
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.