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.

Optimization · Pure Optimization
The genre-defining metroidvania with deep RPG systems.

Optimization · Pure Optimization
Logistics as gameplay - planning routes and cargo loads across hostile terrain.
Castlevania: Symphony of the Night leans Optimization (Pure Optimization); Death Stranding: Director's Cut leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Castlevania: Symphony of the Night
Forgiving action combat
Death Stranding: Director's Cut
Balance management over terrain takes constant light input
Castlevania: Symphony of the Night leans a little harder on reads, though the gap is small.
Castlevania: Symphony of the Night
Scripted bosses
Death Stranding: Director's Cut
BTs and MULEs follow predictable scripted behaviours
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Castlevania: Symphony of the Night
Item drops and rare gear
Death Stranding: Director's Cut
Timefall and terrain hazards are mappable once seen
Death Stranding: Director's Cut leans a little harder on optimization, though the gap is small.
Castlevania: Symphony of the Night
Build crafting and sequence breaks
Death Stranding: Director's Cut
Route planning, load balancing and infrastructure ARE 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.