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
First-person melee timing against scripted hordes, supported by a craftable weapon economy.

Execution · Practiced Mastery
A first-person supernatural adventure cleansing a spirit-emptied Tokyo with elemental hand magic.
Dead Island 2 leans Execution (Practiced Mastery); Ghostwire: Tokyo 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.
Dead Island 2
Melee timing, dodges and zombie crowd control need decent hands
Ghostwire: Tokyo
Aimed ether weaving and core-grab timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dead Island 2
Zombies follow scripted aggression patterns, never model you
Ghostwire: Tokyo
Spirits attack on fixed scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Dead Island 2
Loot drops and zombie spawns add mild run-to-run noise
Ghostwire: Tokyo
Light enemy spawn variation
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Dead Island 2
Weapon mods, skill cards and elemental matchups reward planning
Ghostwire: Tokyo
Skill upgrades and ability usage are easily systematised
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.