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
A forensic point-and-click about collecting evidence and matching it to scripted suspects.

Optimization · Pure Optimization
The most mechanically varied Danganronpa trial system, wrapping a meta-narrative puzzle about fiction and truth.
CSI: Deadly Intent leans Optimization (Pure Optimization); Danganronpa V3: Killing Harmony 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.
CSI: Deadly Intent
Pointing and clicking, no twitch demand
Danganronpa V3: Killing Harmony
New Debate Scrum and other trial modes add mild timing
CSI: Deadly Intent leans a little harder on reads, though the gap is small.
CSI: Deadly Intent
Suspects give scripted responses, not adapting
Danganronpa V3: Killing Harmony
Culprits are predetermined; no adaptive deduction layer
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
CSI: Deadly Intent
Evidence locations unknown until scenes are searched
Danganronpa V3: Killing Harmony
Truth Bullets and hidden evidence shape trial uncertainty
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
CSI: Deadly Intent
Collecting and matching evidence to suspects solves cases
Danganronpa V3: Killing Harmony
Mastering all trial minigames and argument logic is the optimisable path
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.