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
Heavy first-person gunplay testing aim, with positional prediction in multiplayer.

Execution · Pure Mechanics
Twitchy miniature racing where screen-edge duels punish imprecise hands.
Killzone 3 leans Execution (Pure Mechanics); Micro Machines 2: Turbo Tournament 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.
Killzone 3
Weighty gunplay still demands aim and recoil control
Micro Machines 2: Turbo Tournament
Twitchy top-down handling on tabletop tracks is the core test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Killzone 3
Multiplayer opponents flank and bait; campaign AI is scripted
Micro Machines 2: Turbo Tournament
Screen-edge duels reward predicting human rivals' lines
Killzone 3 leans a little harder on variance, though the gap is small.
Killzone 3
Spawns and spread inject limited randomness
Micro Machines 2: Turbo Tournament
Tracks fixed, almost nothing random
Killzone 3 leans a little harder on optimization, though the gap is small.
Killzone 3
Map control, loadouts and class roles structure multiplayer
Micro Machines 2: Turbo Tournament
Memorising shortcuts and racing lines per track
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.