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.

Execution · Practiced Mastery
Precision glaive throws against scripted enemies in a cover shooter frame.

Execution · Practiced Mastery
First-person parkour against zombies, especially terrifying after dark.
Dark Sector leans Execution (Practiced Mastery); Dying Light 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.
Dark Sector
Glaive throws with manual curve control reward precise aim
Dying Light
Parkour traversal and melee timing demanding.
Dying Light leans a little harder on reads, though the gap is small.
Dark Sector
Infected enemies follow fixed behaviour scripts
Dying Light
Zombie AI scripted, non-adaptive.
Dying Light leans a little harder on variance, though the gap is small.
Dark Sector
Encounters replay identically once learned
Dying Light
Night-hunter encounters bring randomness.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Dark Sector
Power usage and upgrade choices reward planning
Dying Light
Crafting, blueprints, skill trees solvable.
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.