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 · Practiced Mastery
Timing-based grapple execution with light opponent prediction in multiplayer matches.
A Way Out leans Execution (Practiced Mastery); WCW Mayhem leans Execution (Practiced Mastery).
WCW Mayhem leans a little harder on execution, though the gap is small.
A Way Out
Timed escapes and combat require responsive, accurate inputs
WCW Mayhem
Timing grapples, reversals and strikes decides every match
WCW Mayhem leans a little harder on reads, though the gap is small.
A Way Out
Co-op partner coordination requires some social prediction
WCW Mayhem
Human opponents in versus add a modest prediction layer
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
WCW Mayhem
Weapon spawns and AI behaviour add minor noise
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
A Way Out
Escape routes and combat approaches have learnable optimal lines
WCW Mayhem
Learning move lists and match-type quirks is a fixed problem
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.