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
Isometric combat execution layered over a solvable creature-core build system.

Execution · Practiced Mastery
Timing-based swordplay over a solvable stance-and-loadout system in an authored world.
Darksiders Genesis leans Execution (Practiced Mastery); Ghost of Tsushima: Director's Cut 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
Ghost of Tsushima: Director's Cut
Parry and stance timing carry duels on harder difficulties
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
Ghost of Tsushima: Director's Cut
Enemies telegraph from fixed scripts, never model you
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Darksiders Genesis
Encounters and loot locations are fixed once explored
Ghost of Tsushima: Director's Cut
Open world is authored; little meaningful randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Darksiders Genesis
Creature core builds and skill routing reward system mastery
Ghost of Tsushima: Director's Cut
Stance matchups, charms and gear form a solvable system
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.