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
Squad shooting against scripted hordes with light class-loadout decisions.

Execution · Competitive PvP
Class-based battlefield brawling where picking counters beats raw skill.
Resident Evil: Operation Raccoon City leans Execution (Pure Mechanics); The Lord of the Rings: Conquest leans Execution (Competitive PvP).
Resident Evil: Operation Raccoon City leans a little harder on execution, though the gap is small.
Resident Evil: Operation Raccoon City
Third-person aim against zombie and soldier swarms carries the game
The Lord of the Rings: Conquest
Class combos and timing carry battlefield skirmishes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Resident Evil: Operation Raccoon City
Versus modes add human prediction; campaign AI is scripted
The Lord of the Rings: Conquest
Multiplayer class counters involve light human prediction
Resident Evil: Operation Raccoon City leans a little harder on variance, though the gap is small.
Resident Evil: Operation Raccoon City
Infection mechanics and spawn chaos add mild unpredictability
The Lord of the Rings: Conquest
Objective maps are fixed and visible
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Resident Evil: Operation Raccoon City
Class abilities and loadouts are a shallow solvable layer
The Lord of the Rings: Conquest
Class-counter knowledge and objective sequencing are shallow
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.
full breakdown
Resident Evil: Operation Raccoon City →
full breakdown
The Lord of the Rings: Conquest →