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 · Pure Mechanics
A destruction-heavy racer where holding a line through flying debris is the core skill.

Execution · Practiced Mastery
A snowboarding sim testing trick execution and line selection for high scores.
FlatOut leans Execution (Pure Mechanics); Mark McMorris Infinite Air 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.
FlatOut
Car control through destructible chaos at speed
Mark McMorris Infinite Air
Trick timing, rotation and landing control define runs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
FlatOut
AI racers don't adapt; multiplayer reads are shallow
Mark McMorris Infinite Air
Solo and scored runs, no adaptive opponent
FlatOut leans a little harder on variance, though the gap is small.
FlatOut
Physics debris and crash chaos inject randomness
Mark McMorris Infinite Air
Procedural terrain adds some unpredictability
Mark McMorris Infinite Air leans a little harder on optimization, though the gap is small.
FlatOut
Lines, upgrades, and nitro management are learnable
Mark McMorris Infinite Air
Trick chaining and line selection optimize scores
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.