head to head
Unreal Tournament 2004 asks more than Half-Life 2, and the gap is reads.

Execution · Pure Mechanics
Landmark FPS built on physics puzzles and tight gunplay.

Execution · Pure Mechanics
A fast arena shooter where raw aim and movement meet item-control strategy.
Half-Life 2 leans Execution (Pure Mechanics); Unreal Tournament 2004 leans Execution (Pure Mechanics).
Unreal Tournament 2004 leans clearly harder on execution.
Half-Life 2
Gravity gun and shooting demand precision.
Unreal Tournament 2004
Aimbot plus perfect dodging trivializes arena duels
Unreal Tournament 2004 leans clearly harder on reads.
Half-Life 2
Combine AI scripted, non-adaptive.
Unreal Tournament 2004
Predicting human movement and timing in duels matters
Unreal Tournament 2004 leans a little harder on variance, though the gap is small.
Half-Life 2
Almost no randomness.
Unreal Tournament 2004
Spawns and item timers are knowable, little hidden
Unreal Tournament 2004 leans clearly harder on optimization.
Half-Life 2
Linear progression with no builds.
Unreal Tournament 2004
Item timing, map control, and weapon economy are studied
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.