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

Execution · Practiced Mastery
Isometric combat execution layered over a solvable creature-core build system.

Execution · Practiced Mastery
First-person parkour against zombies, especially terrifying after dark.
Darksiders Genesis 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.
Darksiders Genesis
Dodging boss patterns and juggling two characters demands real hands
Dying Light
Parkour traversal and melee timing demanding.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Darksiders Genesis
Bosses are scripted movesets, not adapting minds
Dying Light
Zombie AI scripted, non-adaptive.
Dying Light leans a little harder on variance, though the gap is small.
Darksiders Genesis
Encounters and loot locations are fixed once explored
Dying Light
Night-hunter encounters bring randomness.
Darksiders Genesis leans a little harder on optimization, though the gap is small.
Darksiders Genesis
Creature core builds and skill routing reward system mastery
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.