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 rail light-gun shooter testing aim and reaction against scripted horrors.
Quake II leans Execution (Pure Mechanics); Silent Hill: The Arcade leans Execution (Pure Mechanics).
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
Silent Hill: The Arcade
Light-gun aiming and reaction speed are core
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
Silent Hill: The Arcade
Enemies appear on fixed rails, not adaptive
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
Silent Hill: The Arcade
Some enemy spawn variation adds chaos
Quake II leans a little harder on optimization, though the gap is small.
Quake II
Ammo and health economy tightly constrains routing through every level
Silent Hill: The Arcade
Learning enemy spawn spots rewards memorization
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.