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

Optimization · Pure Optimization
Mall zombie sandbox where a strict 72-hour schedule turns survival into a routing puzzle.

Optimization · Pure Optimization
An ARPG where build crafting and skill trees define success.
Dead Rising leans Optimization (Pure Optimization); Last Epoch leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Dead Rising
Crowd-clearing melee and psychopath dodging are modestly demanding
Last Epoch
Action combat, modest mechanical demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dead Rising
Zombies and psychopaths follow fixed scripts
Last Epoch
No adaptive opponents
Last Epoch leans a little harder on variance, though the gap is small.
Dead Rising
Survivor AI pathing and zombie crowds add run noise
Last Epoch
Loot affixes and crafting outcomes vary
Last Epoch leans a little harder on optimization, though the gap is small.
Dead Rising
72-hour clock makes routing, scheduling, and PP farming the game
Last Epoch
Build planning is the entire game
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.