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

Optimization · Pure Optimization
Real-time stealth tactics where each mission is a clockwork puzzle of guard routes.

Optimization · Pure Optimization
An open-world sandbox solved through creative build optimization and routing.
Commandos: Behind Enemy Lines leans Optimization (Pure Optimization); The Legend of Zelda: Tears of the Kingdom 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.
Commandos: Behind Enemy Lines
Timing guard windows takes precise clicks
The Legend of Zelda: Tears of the Kingdom
Combat and traversal need modest timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Commandos: Behind Enemy Lines
Patrols are fixed routes, never adaptive
The Legend of Zelda: Tears of the Kingdom
World is fixed, nothing adapts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Commandos: Behind Enemy Lines
All guard cones and routes are visible
The Legend of Zelda: Tears of the Kingdom
Weapon durability adds light variance
Commandos: Behind Enemy Lines leans a little harder on optimization, though the gap is small.
Commandos: Behind Enemy Lines
Each mission is a solvable stealth puzzle
The Legend of Zelda: Tears of the Kingdom
Build contraptions and route the open world
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.
full breakdown
Commandos: Behind Enemy Lines →
full breakdown
The Legend of Zelda: Tears of the Kingdom →