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 fast mech-action game where assembling the right build and piloting it hard both decide bosses.

Optimization · Practiced Mastery
Choosing between three distinct playstyle routes through consistent guard layouts for optimal SMI scores.
Armored Core VI: Fires of Rubicon leans Execution (Practiced Mastery); Splinter Cell: Blacklist leans Optimization (Practiced Mastery).
Armored Core VI: Fires of Rubicon leans a little harder on execution, though the gap is small.
Armored Core VI: Fires of Rubicon
Boss fights demand sharp dodges and stagger timing
Splinter Cell: Blacklist
Mark-and-execute and fast takedowns raise the physical ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Armored Core VI: Fires of Rubicon
Campaign bosses are scripted; PvP is niche
Splinter Cell: Blacklist
Enemies react on scripted alert logic, not player-specific profiling
Splinter Cell: Blacklist leans a little harder on variance, though the gap is small.
Armored Core VI: Fires of Rubicon
Fixed encounters
Splinter Cell: Blacklist
Patrol density and item placement are consistent across runs
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Armored Core VI: Fires of Rubicon
Build crafting trivializes many bosses
Splinter Cell: Blacklist
SMI scoring system incentivises optimal ghost, panther, or assault routing
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.