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 · Practiced Mastery
A vertical scrolling shooter about upgrading your ship between bullet-hell missions.
Quake II leans Execution (Pure Mechanics); Raptor: Call of the Shadows leans Execution (Practiced Mastery).
Quake II leans a little harder on execution, though the gap is small.
Quake II
Fast strafe-aim against hard-hitting enemies demands clean inputs
Raptor: Call of the Shadows
dodging bullet patterns needs quick 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
Raptor: Call of the Shadows
scripted enemy waves, no adaptation
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
Raptor: Call of the Shadows
random shop upgrades between missions
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Quake II
Ammo and health economy tightly constrains routing through every level
Raptor: Call of the Shadows
ship build and upgrade optimization
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.