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
Twitch dodging and aim under fire, with score routes rewarding memorisation.
Painkiller (2004) leans Execution (Pure Mechanics); Sin & Punishment: Star Successor leans Execution (Pure Mechanics).
Sin & Punishment: Star Successor 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 & Punishment: Star Successor
Dodging dense bullet patterns while aiming is a motor ceiling
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 & Punishment: Star Successor
Bosses follow elaborate but fixed scripts
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 & Punishment: Star Successor
Everything is deterministic once patterns are seen
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 & Punishment: Star Successor
Multiplier preservation routes drive leaderboard play
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.