head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Execution · Pure Mechanics
Classic WWII shooter whose objective-based multiplayer defined a genre.

Execution · Competitive PvP
An arena shooter testing aim and predicting opponents who can flank through portals.
Return to Castle Wolfenstein leans Execution (Pure Mechanics); Splitgate: Arena Reloaded leans Execution (Competitive PvP).
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
Splitgate: Arena Reloaded
Arena aim plus portal movement sets a high mechanical bar
Splitgate: Arena Reloaded leans a little harder on reads, though the gap is small.
Return to Castle Wolfenstein
Multiplayer objective pushes hinge on outguessing human defense
Splitgate: Arena Reloaded
Predicting where humans will portal from is constant
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
Splitgate: Arena Reloaded
Spawns and weapon timers add mild uncertainty
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
Splitgate: Arena Reloaded
Portal setups and map control patterns are learnable theory
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.