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 · Practiced Mastery
Arcade driving gated by a randomised upgrade-card progression economy.

Execution · Practiced Mastery
id Software's post-apocalyptic shooter mixing crisp gunplay with buggy racing.
Need for Speed: Payback leans Execution (Practiced Mastery); Rage leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Need for Speed: Payback
Arcade handling and chase setpieces need decent hands
Rage
id-style gunplay precision against agile bandits.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Need for Speed: Payback
Cops and rivals run scripted pursuit logic
Rage
Enemy mobility is scripted animation, not adaptation.
Need for Speed: Payback leans a little harder on variance, though the gap is small.
Need for Speed: Payback
Speed-card upgrade rolls gate progression randomly
Rage
First-run unknowns in dungeons and loot.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Need for Speed: Payback
Grinding efficient builds and routes is the systems layer
Rage
Crafting, ammo economy, and wingstick usage reward planning.
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.