head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Pure Mechanics
Keeping speed through destruction-racing chaos that punishes clean-lap plans.

Execution · Pure Mechanics
A free-to-play kart racer where boost chaining and drift timing form the competitive floor.
FlatOut: Ultimate Carnage leans Execution (Pure Mechanics); KartRider: Drift 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.
FlatOut: Ultimate Carnage
Holding racing lines through wrecks and ragdoll chaos tests hands
KartRider: Drift
Drift initiation timing and boost-chain execution define speed
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
FlatOut: Ultimate Carnage
Rival drivers ram predictably, light multiplayer jockeying
KartRider: Drift
Online lobbies require light item and opponent-line anticipation
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
FlatOut: Ultimate Carnage
Debris and pileups scramble any planned lap
KartRider: Drift
Item boxes and random pickups inject per-race randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
FlatOut: Ultimate Carnage
Car upgrades and track shortcuts are mappable
KartRider: Drift
Speed-mode line memorisation and drift builds are light but solvable
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.