head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Pure Mechanics
Heavy first-person gunplay testing aim, with positional prediction in multiplayer.

Execution · Pure Mechanics
A fast arcade FPS whose skill test is twitch aim plus couch-rival prediction.
Killzone 3 leans Execution (Pure Mechanics); TimeSplitters 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
TimeSplitters
Fast arcade gunplay rewards twitch aim
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
TimeSplitters
Local multiplayer adds human guessing; bots do not adapt
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Killzone 3
Spawns and spread inject limited randomness
TimeSplitters
Spawn and pickup timing add mild uncertainty
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Killzone 3
Map control, loadouts and class roles structure multiplayer
TimeSplitters
Challenge times and map control are learnable
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.