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
An open-world street racer where execution and police-chase improvisation carry every run.

Execution · Practiced Mastery
A team arcade racer with no finish line, scoring takedowns and objectives in a rolling stampede.
Need for Speed: Most Wanted (2012) leans Execution (Practiced Mastery); Onrush leans Execution (Practiced Mastery).
Need for Speed: Most Wanted (2012) leans a little harder on execution, though the gap is small.
Need for Speed: Most Wanted (2012)
High-speed open-world racing rewards precise braking and line choice
Onrush
Boost management and aerial takedowns need car control
Onrush leans a little harder on reads, though the gap is small.
Need for Speed: Most Wanted (2012)
Autolog competitive ghosts are scripted benchmarks, not live opponents
Onrush
Team-based human opponents in stampede modes
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Need for Speed: Most Wanted (2012)
Police pursuits and traffic create unpredictable road state
Onrush
Chaotic pack collisions and fodder spawns
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Need for Speed: Most Wanted (2012)
Car upgrades and event selection follow a solvable progression path
Onrush
Class roles and rush timing 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.