head to head
Raiden IV OverKill asks more than Super Mario Odyssey, and the gap is variance.

Execution · Pure Mechanics
A bullet-hell shmup testing reflex dodging of scripted enemy patterns.

Execution · Pure Mechanics
A 3D platformer whose joy lives in tight movement and capture-driven traversal.
Raiden IV OverKill leans Execution (Pure Mechanics); Super Mario Odyssey leans Execution (Pure Mechanics).
Raiden IV OverKill leans a little harder on execution, though the gap is small.
Raiden IV OverKill
Dodging dense bullet patterns demands precise reflexes
Super Mario Odyssey
Precise platforming and capture-move tech ceiling.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Raiden IV OverKill
Enemies fire fixed scripted patterns, not adapting
Super Mario Odyssey
No adaptive opponents whatsoever.
Raiden IV OverKill leans clearly harder on variance.
Raiden IV OverKill
Some spawn and item randomness, mostly mappable
Super Mario Odyssey
Almost no randomness in level design.
Raiden IV OverKill leans a little harder on optimization, though the gap is small.
Raiden IV OverKill
Memorizing patterns and scoring routes maximizes runs
Super Mario Odyssey
Moon routes and movement tech learnable.
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.