head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Pure Mechanics
Fast arena-style shooter mixing a scripted Strogg campaign with twitch multiplayer.

Execution · Pure Mechanics
Momentum-perfect platform racing spiced with item mind games against humans.
Quake 4 leans Execution (Pure Mechanics); SpeedRunners 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.
Quake 4
Aimbot plus strafe-jump inputs dominate both campaign and multiplayer
SpeedRunners
Grapple swings and boost timing at full speed decide races
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Quake 4
Multiplayer duels reward predicting human positioning and timing
SpeedRunners
Timing item throws against human racers' habits wins exchanges
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Quake 4
Spawn and item timing add mild uncertainty
SpeedRunners
Item pickups add party-game chaos
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Quake 4
Item control routes and weapon picks are learnable
SpeedRunners
Optimal racing lines per track are 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.