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
High-speed cyborg slasher built on precise parries and slicing anything in half.
Darksiders III leans Execution (Practiced Mastery); Metal Gear Rising: Revengeance leans Execution (Practiced Mastery).
Metal Gear Rising: Revengeance leans a little harder on execution, though the gap is small.
Darksiders III
Souls-style dodge timing with punishing windows carries fights
Metal Gear Rising: Revengeance
parry timing and blade-mode cuts demand sharp reactions
Darksiders III leans a little harder on reads, though the gap is small.
Darksiders III
Sin bosses are pattern sets, not adaptive minds
Metal Gear Rising: Revengeance
bosses telegraph fixed patterns
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
Metal Gear Rising: Revengeance
deterministic encounters
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
Metal Gear Rising: Revengeance
learning movesets and upgrade priorities
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.