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 methodical shooter that rewards learning enemy layouts and conserving resources across connected military bases.

Execution · Pure Mechanics
A bullet-hell shmup testing reflex dodging of scripted enemy patterns.
Quake II leans Execution (Pure Mechanics); Raiden IV OverKill leans Execution (Pure Mechanics).
Raiden IV OverKill leans a little harder on execution, though the gap is small.
Quake II
Fast strafe-aim against hard-hitting enemies demands clean inputs
Raiden IV OverKill
Dodging dense bullet patterns demands precise reflexes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Quake II
All enemies are scripted; no adaptive AI present
Raiden IV OverKill
Enemies fire fixed scripted patterns, not adapting
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Quake II
Item and enemy placement is fixed but unknown on first play
Raiden IV OverKill
Some spawn and item randomness, mostly mappable
Raiden IV OverKill leans a little harder on optimization, though the gap is small.
Quake II
Ammo and health economy tightly constrains routing through every level
Raiden IV OverKill
Memorizing patterns and scoring routes maximizes runs
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.