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

Execution · Practiced Mastery
Souls-flavored action-adventure where Fury whips through the Seven Deadly Sins on a ruined Earth.

Execution · Practiced Mastery
An open-world samurai adventure trading honor for guerrilla tactics across feudal Tsushima.
Darksiders III leans Execution (Practiced Mastery); Ghost of Tsushima leans Execution (Practiced Mastery).
Darksiders III leans a little harder on execution, though the gap is small.
Darksiders III
Souls-style dodge timing with punishing windows carries fights
Ghost of Tsushima
Parry and stance timing carry duels and standoffs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Darksiders III
Sin bosses are pattern sets, not adaptive minds
Ghost of Tsushima
Mongol AI is scripted, not adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Darksiders III
Hidden upgrades matter once; world is fixed
Ghost of Tsushima
Encounters are largely deterministic
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Darksiders III
Hollow swapping, upgrade routing, and moveset study pay off
Ghost of Tsushima
Stance matchups, charms, and gear are solvable systems
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.