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.

Optimization · Practiced Mastery
An isometric action RPG narrated as you play.

Optimization · Practiced Mastery
Methodically mapping a hostile station where knowledge and routing beat reflexes.
Bastion leans Optimization (Practiced Mastery); System Shock 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.
Bastion
Action combat needs timing and aim.
System Shock
Combat and cyberspace ask competent but dated reflexes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Bastion
Enemies are scripted.
System Shock
SHODAN's threats are scripted, not an adapting mind
System Shock leans a little harder on variance, though the gap is small.
Bastion
Minor loot variance.
System Shock
Citadel's layout and logs are hidden until uncovered
System Shock leans a little harder on optimization, though the gap is small.
Bastion
Weapon and idol builds reward planning.
System Shock
Inventory, routing and station knowledge solve the game
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.