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 · Pure Mechanics
Tests twitch aim and physics-prop improvisation against human opponents.

Execution · Pure Mechanics
A PS4-era Killzone where a Shadow Marshal and his OWL drone fight through a divided Helghast city.
Half-Life 2: Deathmatch leans Execution (Pure Mechanics); Killzone Shadow Fall leans Execution (Pure Mechanics).
Half-Life 2: Deathmatch leans a little harder on execution, though the gap is small.
Half-Life 2: Deathmatch
Aim, movement and gravity-gun catches decide every duel
Killzone Shadow Fall
Standard FPS aim and movement ceiling
Half-Life 2: Deathmatch leans a little harder on reads, though the gap is small.
Half-Life 2: Deathmatch
Predicting human spawns, dodges and prop throws matters constantly
Killzone Shadow Fall
PvP modes reward predicting human players
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Half-Life 2: Deathmatch
Physics props add minor situational chaos
Killzone Shadow Fall
Some open level routes and spawn noise
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Half-Life 2: Deathmatch
Weapon spawns and map control are learnable layers
Killzone Shadow Fall
OWL drone usage and loadouts optimize cleanly
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.