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 Build-engine shooter rewarding fast, precise gunplay and thorough level exploration to find secrets and supplies.

Execution · Pure Mechanics
A relentless wave-clearing shooter that tests sustained aim and movement against massive scripted enemy crowds.
Ion Fury leans Execution (Pure Mechanics); Painkiller (2004) 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.
Ion Fury
Build-engine movement and precise gun skill define the combat ceiling
Painkiller (2004)
Constant crowd-control movement against overwhelming enemy counts demands fast aim
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ion Fury
All enemies are scripted with fixed attack and patrol routines
Painkiller (2004)
All enemies are scripted waves with fixed attack patterns
Ion Fury leans a little harder on variance, though the gap is small.
Ion Fury
Level secrets and enemy ambushes are hidden on first run
Painkiller (2004)
Enemy counts and placements are fixed with minimal unknown elements
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Ion Fury
Ammo conservation and alternate-fire choices reward systematic play
Painkiller (2004)
Tarot card selection and level routing provide a thin solvable layer
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.