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 fast tube shooter testing reflexes and target prioritization at high speed.
Quake II leans Execution (Pure Mechanics); Tempest 4000 leans Execution (Pure Mechanics).
Tempest 4000 leans a little harder on execution, though the gap is small.
Quake II
Fast strafe-aim against hard-hitting enemies demands clean inputs
Tempest 4000
Rapid-fire reflexes and tube movement decide survival
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
Tempest 4000
Enemies follow scripted-random spawns, 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
Tempest 4000
Enemy spawn patterns add measured 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
Tempest 4000
Power-up timing and lane prioritization optimize score
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.