head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Practiced Mastery
An open-world hero shooter where you hot-swap a squad of three agents to dismantle a supervillain organisation.

Optimization · Practiced Mastery
A PSP-born GTA prequel adding a business empire system to 1984 Vice City.
Agents of Mayhem leans Optimization (Practiced Mastery); Grand Theft Auto: Vice City Stories leans Optimization (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Agents of Mayhem
Triple-jump shooting demands moderate aim and movement
Grand Theft Auto: Vice City Stories
Driving, aiming, and helicopter handling on a stick
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Agents of Mayhem
LEGION troops follow predictable scripts
Grand Theft Auto: Vice City Stories
Mission enemies are scripted and predictable
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Agents of Mayhem
Procedural lair layouts add mild uncertainty
Grand Theft Auto: Vice City Stories
Mostly fixed missions with light traffic randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Agents of Mayhem
Agent-swap squad composition and gadget builds reward theorycrafting
Grand Theft Auto: Vice City Stories
Empire-building business system layers economy onto missions
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.