head to head
Unreal Tournament 2004 asks more than Super Mario Odyssey, and the gap is reads.

Execution · Pure Mechanics
A 3D platformer whose joy lives in tight movement and capture-driven traversal.

Execution · Pure Mechanics
A fast arena shooter where raw aim and movement meet item-control strategy.
Super Mario Odyssey leans Execution (Pure Mechanics); Unreal Tournament 2004 leans Execution (Pure Mechanics).
Unreal Tournament 2004 leans a little harder on execution, though the gap is small.
Super Mario Odyssey
Precise platforming and capture-move tech ceiling.
Unreal Tournament 2004
Aimbot plus perfect dodging trivializes arena duels
Unreal Tournament 2004 leans clearly harder on reads.
Super Mario Odyssey
No adaptive opponents whatsoever.
Unreal Tournament 2004
Predicting human movement and timing in duels matters
Unreal Tournament 2004 leans a little harder on variance, though the gap is small.
Super Mario Odyssey
Almost no randomness in level design.
Unreal Tournament 2004
Spawns and item timers are knowable, little hidden
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Odyssey
Moon routes and movement tech learnable.
Unreal Tournament 2004
Item timing, map control, and weapon economy are studied
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.