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 · Pure Mechanics
A radio-controlled car racer through houses and supermarkets with weapon pickups and hidden shortcuts.
FlatOut leans Execution (Pure Mechanics); Re-Volt 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
Car control through destructible chaos at speed
Re-Volt
Twitchy RC car handling punishes sloppy steering
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
Re-Volt
Multiplayer item duels add a thin mind-game layer
Re-Volt leans a little harder on variance, though the gap is small.
FlatOut
Physics debris and crash chaos inject randomness
Re-Volt
Random pickups swing race outcomes
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
FlatOut
Lines, upgrades, and nitro management are learnable
Re-Volt
Shortcuts and car-class knowledge reward study
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.