head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, 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 sword-and-gun action shooter rewarding combo timing mastery and careful upgrade investment against scripted demon hordes.
Quake II leans Execution (Pure Mechanics); Shadow Warrior (2013) leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Quake II
Fast strafe-aim against hard-hitting enemies demands clean inputs
Shadow Warrior (2013)
Sword combos and gunplay require precise timing and input chaining
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
Shadow Warrior (2013)
All enemies are scripted demons with fixed attack patterns
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
Shadow Warrior (2013)
Upgrade drop randomness introduces mild run-to-run variance
Shadow Warrior (2013) leans a little harder on optimization, though the gap is small.
Quake II
Ammo and health economy tightly constrains routing through every level
Shadow Warrior (2013)
Ki power and upgrade tree investment form a meaningful build layer
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.