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 Platinum action game about juggling two characters at once with style.

Execution · Practiced Mastery
An open-world samurai adventure trading honor for guerrilla tactics across feudal Tsushima.
Astral Chain leans Execution (Practiced Mastery); Ghost of Tsushima leans Execution (Practiced Mastery).
Astral Chain leans a little harder on execution, though the gap is small.
Astral Chain
Dual character-Legion control demands real dexterity.
Ghost of Tsushima
Parry and stance timing carry duels and standoffs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Astral Chain
Enemy patterns scripted, not adaptive.
Ghost of Tsushima
Mongol AI is scripted, not adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Astral Chain
Encounters fixed and replayable.
Ghost of Tsushima
Encounters are largely deterministic
Ghost of Tsushima leans a little harder on optimization, though the gap is small.
Astral Chain
Legion abilities and combo scoring learnable.
Ghost of Tsushima
Stance matchups, charms, and gear are solvable systems
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.