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

Execution · Pure Mechanics
A relentless rail shooter testing aim and dodge execution against fixed choreography.
Painkiller (2004) leans Execution (Pure Mechanics); Sin and Punishment leans Execution (Pure Mechanics).
Sin and Punishment leans a little harder on execution, though the gap is small.
Painkiller (2004)
Constant crowd-control movement against overwhelming enemy counts demands fast aim
Sin and Punishment
Simultaneous aiming, dodging and melee at relentless pace
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
Sin and Punishment
Everything on rails is scripted, nothing adapts
Painkiller (2004) leans a little harder on variance, though the gap is small.
Painkiller (2004)
Enemy counts and placements are fixed with minimal unknown elements
Sin and Punishment
Fixed enemy choreography every run
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
Sin and Punishment
Scoring routes and boss patterns are memorisable
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.