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

Execution · Practiced Mastery
Columbia's sky-rail shooter wrapped in dimensional intrigue.

Execution · Practiced Mastery
Corridor shooting plus picking the right squad ability for each scripted encounter.
BioShock Infinite leans Execution (Practiced Mastery); Clive Barker's Jericho 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.
BioShock Infinite
Skyline traversal and aiming reward inputs.
Clive Barker's Jericho
Aim and squad-ability timing through corridor firefights
BioShock Infinite leans a little harder on reads, though the gap is small.
BioShock Infinite
Enemies scripted in arena waves.
Clive Barker's Jericho
Horrors attack on fixed scripts, nothing adapts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
BioShock Infinite
Loot drops mildly randomized.
Clive Barker's Jericho
Linear set pieces with minimal randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
BioShock Infinite
Gear, vigors, weapon picks straightforward.
Clive Barker's Jericho
Choosing the right squad member per encounter is the layer
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.