head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Execution · Practiced Mastery
Tighter, sadder sequel that perfects the slow-motion noir gunfight.

Execution · Pure Mechanics
A vertical scroller testing bullet-dodging execution over memorised enemy wave patterns.
Max Payne 2: The Fall of Max Payne leans Execution (Practiced Mastery); SWIV leans Execution (Pure Mechanics).
SWIV leans a little harder on execution, though the gap is small.
Max Payne 2: The Fall of Max Payne
refined bullet-time gunplay and physics kills
SWIV
Weaving through dense bullet patterns is the whole vertical-shooter test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Max Payne 2: The Fall of Max Payne
fully scripted opposition
SWIV
Enemy waves are scripted spawns, never adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Max Payne 2: The Fall of Max Payne
deterministic encounters
SWIV
Almost fully deterministic once patterns are memorised
Max Payne 2: The Fall of Max Payne leans a little harder on optimization, though the gap is small.
Max Payne 2: The Fall of Max Payne
bullet-time meter management and routing
SWIV
Learning spawn layouts and power-up routes raises the ceiling
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.