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.

Optimization · Practiced Mastery
Crafting absurd weapons and routing a zombie-filled city against the clock.

Optimization · Practiced Mastery
A gentle stealth-horror adventure testing patience and light puzzle routing.
Dead Rising 3 leans Optimization (Practiced Mastery); Gylt leans Optimization (Practiced Mastery).
Dead Rising 3 leans a little harder on execution, though the gap is small.
Dead Rising 3
Crowd fighting takes modest aim and dodge timing
Gylt
Gentle stealth and aiming with forgiving margins
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dead Rising 3
Zombies and psychopaths run fixed scripts, never adapt
Gylt
Monsters patrol fixed routes without adapting
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Dead Rising 3
Weapon and blueprint locations are unknown until explored
Gylt
Creature placements are unknown only on first approach
Dead Rising 3 leans a little harder on optimization, though the gap is small.
Dead Rising 3
Combo weapon crafting and timed routing drive efficient runs
Gylt
Routing past patrols and solving light puzzles is the core
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.