head to head
Grand Theft Auto V asks more than Clive Barker's Jericho, and the gap is reads.

Execution · Practiced Mastery
Corridor shooting plus picking the right squad ability for each scripted encounter.

Execution · Practiced Mastery
Sandbox crime playground spanning shooting, driving, and a persistent online economy.
Clive Barker's Jericho leans Execution (Practiced Mastery); Grand Theft Auto V 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.
Clive Barker's Jericho
Aim and squad-ability timing through corridor firefights
Grand Theft Auto V
Driving and shooting demand decent inputs.
Grand Theft Auto V leans clearly harder on reads.
Clive Barker's Jericho
Horrors attack on fixed scripts, nothing adapts
Grand Theft Auto V
Online PvP exists but mostly gear/positioning, not modeling.
Grand Theft Auto V leans a little harder on variance, though the gap is small.
Clive Barker's Jericho
Linear set pieces with minimal randomness
Grand Theft Auto V
Some mission and lobby randomness.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Clive Barker's Jericho
Choosing the right squad member per encounter is the layer
Grand Theft Auto V
Heists, money loops, builds learnable.
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.