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 · Competitive PvP
A movement-first multiplayer shooter where parkour aim duels decide fights.

Execution · Pure Mechanics
A fast arena shooter where raw aim and movement meet item-control strategy.
Titanfall leans Execution (Competitive PvP); Unreal Tournament 2004 leans Execution (Pure Mechanics).
Unreal Tournament 2004 leans a little harder on execution, though the gap is small.
Titanfall
Wall-running gunfights demand elite aim and movement
Unreal Tournament 2004
Aimbot plus perfect dodging trivializes arena duels
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Titanfall
Human pilots adapt positioning and titan timing against you
Unreal Tournament 2004
Predicting human movement and timing in duels matters
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Titanfall
Some uncertainty in titan drops and flanks
Unreal Tournament 2004
Spawns and item timers are knowable, little hidden
Unreal Tournament 2004 leans a little harder on optimization, though the gap is small.
Titanfall
Loadouts and titan timing are a thin solvable layer
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.