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
Namco's lavish Galaga sequel adds dimension warps and ship-stacking to classic formation shooting.

Execution · Pure Mechanics
A methodical shooter that rewards learning enemy layouts and conserving resources across connected military bases.
Galaga '88 leans Execution (Pure Mechanics); Quake II 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.
Galaga '88
Precise dodging and shooting through dense dive patterns.
Quake II
Fast strafe-aim against hard-hitting enemies demands clean inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Galaga '88
Aliens attack on choreographed scripts.
Quake II
All enemies are scripted; no adaptive AI present
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Galaga '88
Dive timing and dimension-warp triggers vary.
Quake II
Item and enemy placement is fixed but unknown on first play
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Galaga '88
Triple-ship management and warp routing reward planning.
Quake II
Ammo and health economy tightly constrains routing through every level
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.