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 3D platformer whose joy lives in tight movement and capture-driven traversal.
Painkiller (2004) leans Execution (Pure Mechanics); Super Mario Odyssey 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
Super Mario Odyssey
Precise platforming and capture-move tech 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
Super Mario Odyssey
No adaptive opponents whatsoever.
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
Super Mario Odyssey
Almost no randomness in level design.
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
Super Mario Odyssey
Moon routes and movement tech learnable.
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.