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
Classic WWII shooter whose objective-based multiplayer defined a genre.

Execution · Pure Mechanics
Momentum-perfect platform racing spiced with item mind games against humans.
Return to Castle Wolfenstein leans Execution (Pure Mechanics); SpeedRunners leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Return to Castle Wolfenstein
Fast strafing and precise hitscan aim dominate duels
SpeedRunners
Grapple swings and boost timing at full speed decide races
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Return to Castle Wolfenstein
Multiplayer objective pushes hinge on outguessing human defense
SpeedRunners
Timing item throws against human racers' habits wins exchanges
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Return to Castle Wolfenstein
Fixed objectives and scripted singleplayer enemies, little randomness
SpeedRunners
Item pickups add party-game chaos
Return to Castle Wolfenstein leans a little harder on optimization, though the gap is small.
Return to Castle Wolfenstein
Objective timings, class roles, and routes reward planning
SpeedRunners
Optimal racing lines per track are 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.