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

Execution · Practiced Mastery
An isometric combat racer set to metal covers, mixing vehicle upgrades with weaponized laps.
Need for Speed: Payback leans Execution (Practiced Mastery); Rock n' Roll Racing leans Execution (Practiced Mastery).
Rock n' Roll Racing leans a little harder on execution, though the gap is small.
Need for Speed: Payback
Arcade handling and chase setpieces need decent hands
Rock n' Roll Racing
Isometric cornering and weapon timing carry races.
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
Rock n' Roll Racing
Two-player duels add slight prediction; AI is scripted.
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
Rock n' Roll Racing
Weapon exchanges and pickups create chaos.
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
Rock n' Roll Racing
Upgrade purchases and planet-by-planet earnings are plannable.
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.