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
High-speed cyborg slasher built on precise parries and slicing anything in half.

Execution · Pure Mechanics
Shaving hundredths off deterministic tracks through near-perfect repeated inputs.
Metal Gear Rising: Revengeance leans Execution (Practiced Mastery); TrackMania Nations leans Execution (Pure Mechanics).
TrackMania Nations leans a little harder on execution, though the gap is small.
Metal Gear Rising: Revengeance
parry timing and blade-mode cuts demand sharp reactions
TrackMania Nations
Hundredths-perfect inputs on fixed tracks are the entire game
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Rising: Revengeance
bosses telegraph fixed patterns
TrackMania Nations
Ghost racing; rivals cannot affect your run
Metal Gear Rising: Revengeance leans a little harder on variance, though the gap is small.
Metal Gear Rising: Revengeance
deterministic encounters
TrackMania Nations
Deterministic physics, identical track every attempt
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Rising: Revengeance
learning movesets and upgrade priorities
TrackMania Nations
Discovering the theoretical ideal line is a solvable problem
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.