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 · Pure Mechanics
A relentless wave-clearing shooter that tests sustained aim and movement against massive scripted enemy crowds.

Execution · Pure Mechanics
A methodical shooter that rewards learning enemy layouts and conserving resources across connected military bases.
Painkiller (2004) leans Execution (Pure Mechanics); Quake II leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Painkiller (2004)
Constant crowd-control movement against overwhelming enemy counts demands fast aim
Quake II
Fast strafe-aim against hard-hitting enemies demands clean inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Painkiller (2004)
All enemies are scripted waves with fixed attack patterns
Quake II
All enemies are scripted; no adaptive AI present
Quake II leans a little harder on variance, though the gap is small.
Painkiller (2004)
Enemy counts and placements are fixed with minimal unknown elements
Quake II
Item and enemy placement is fixed but unknown on first play
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Painkiller (2004)
Tarot card selection and level routing provide a thin solvable layer
Quake II
Ammo and health economy tightly constrains routing through every level
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.