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
Loot-driven sequel sending Death through sprawling dungeons to clear War's name.

Optimization · Practiced Mastery
A chaotic co-op action game where wizards combine eight elements into thousands of spells, often frying each other.
Darksiders II leans Execution (Practiced Mastery); Magicka leans Optimization (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Darksiders II
faster combo combat as Death
Magicka
Typing element combos quickly mid-combat is the hands test
Magicka leans a little harder on reads, though the gap is small.
Darksiders II
no adaptive opponent
Magicka
Enemies are scripted; friendly fire isn't adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Darksiders II
loot drops add light randomness
Magicka
Co-op friendly-fire chaos adds unpredictability
Magicka leans a little harder on optimization, though the gap is small.
Darksiders II
skill trees and dungeon puzzles reward planning
Magicka
Discovering and exploiting spell combinations dominates
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.