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

Execution · Practiced Mastery
Memorising scripted bullet waves and executing clean dodges for score.

Execution · Practiced Mastery
High-speed cyborg slasher built on precise parries and slicing anything in half.
Aero Fighters 3 leans Execution (Practiced Mastery); Metal Gear Rising: Revengeance leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Aero Fighters 3
Dodging dense bullet patterns is the whole challenge
Metal Gear Rising: Revengeance
parry timing and blade-mode cuts demand sharp reactions
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Aero Fighters 3
Enemy waves are fully scripted, nothing adapts
Metal Gear Rising: Revengeance
bosses telegraph fixed patterns
Aero Fighters 3 leans a little harder on variance, though the gap is small.
Aero Fighters 3
Minor item drops aside, patterns are fixed once learned
Metal Gear Rising: Revengeance
deterministic encounters
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Aero Fighters 3
Memorising spawns, routes and ship choice drives high scores
Metal Gear Rising: Revengeance
learning movesets and upgrade priorities
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.