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 physics-driven skateboarding game where analog trick execution precision is the entire skill dimension.
Painkiller (2004) leans Execution (Pure Mechanics); Skate. leans Execution (Pure Mechanics).
Skate. leans a little harder on execution, though the gap is small.
Painkiller (2004)
Constant crowd-control movement against overwhelming enemy counts demands fast aim
Skate.
Flick-it controls for tricks demand precise analog stick timing
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
Skate.
No adaptive opponent in the trick-execution sandbox
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Painkiller (2004)
Enemy counts and placements are fixed with minimal unknown elements
Skate.
Physics engine introduces mild chaos on complex terrain
Painkiller (2004) leans a little harder on optimization, though the gap is small.
Painkiller (2004)
Tarot card selection and level routing provide a thin solvable layer
Skate.
Spot selection and trick sequencing for score chases have learnable optimal lines
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.