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
Harder, longer-sightline sequel demanding even cleaner execution per floor.

Execution · Pure Mechanics
A relentless rail shooter testing aim and dodge execution against fixed choreography.
Hotline Miami 2: Wrong Number leans Execution (Pure Mechanics); Sin and Punishment 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.
Hotline Miami 2: Wrong Number
Long sightlines punish any aim or timing slip
Sin and Punishment
Simultaneous aiming, dodging and melee at relentless pace
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Hotline Miami 2: Wrong Number
No adaptive opposition, just scripted aggression
Sin and Punishment
Everything on rails is scripted, nothing adapts
Hotline Miami 2: Wrong Number leans a little harder on variance, though the gap is small.
Hotline Miami 2: Wrong Number
Enemy wander adds restart-to-restart noise
Sin and Punishment
Fixed enemy choreography every run
Hotline Miami 2: Wrong Number leans a little harder on optimization, though the gap is small.
Hotline Miami 2: Wrong Number
Stricter routing through bigger open levels
Sin and Punishment
Scoring routes and boss patterns are memorisable
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.