head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

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

Execution · Practiced Mastery
An accessible open-world heist fantasy with forgiving stealth and shooting.
Clive Barker's Jericho leans Execution (Practiced Mastery); Star Wars Outlaws 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
Star Wars Outlaws
Blaster combat and stealth need only moderate precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Clive Barker's Jericho
Horrors attack on fixed scripts, nothing adapts
Star Wars Outlaws
Guards and syndicates run scripted detection routines
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Clive Barker's Jericho
Linear set pieces with minimal randomness
Star Wars Outlaws
Open-world content is fixed once discovered
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
Star Wars Outlaws
Reputation juggling and gear upgrades are a light systems 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.