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 · Practiced Mastery
A co-op action-adventure where two players must synchronise execution and planning to break out and stay free.

Execution · Pure Mechanics
Party racing and arena shootouts decided mostly by platforming speed.
A Way Out leans Execution (Practiced Mastery); Rayman Arena leans Execution (Pure Mechanics).
Rayman Arena leans a little harder on execution, though the gap is small.
A Way Out
Timed escapes and combat require responsive, accurate inputs
Rayman Arena
Footrace platforming speed and arena aim decide matches
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
A Way Out
Co-op partner coordination requires some social prediction
Rayman Arena
Human rivals add light jockeying, little depth
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
A Way Out
Enemy patrols have scripted paths with some unpredictability
Rayman Arena
Minor pickup randomness in arenas
A Way Out leans a little harder on optimization, though the gap is small.
A Way Out
Escape routes and combat approaches have learnable optimal lines
Rayman Arena
Track knowledge gives a modest edge
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.