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
Strategic dismemberment under resource pressure, solved by upgrade planning and practiced limb-aiming.

Execution · Practiced Mastery
First-person parkour against zombies, especially terrifying after dark.
Dead Space (2008) leans Execution (Practiced Mastery); Dying Light leans Execution (Practiced Mastery).
Dead Space (2008) leans a little harder on execution, though the gap is small.
Dead Space (2008)
Precise limb-targeting under Necromorph pressure is the core skill
Dying Light
Parkour traversal and melee timing demanding.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dead Space (2008)
Necromorphs follow fixed approach patterns, not player modelling
Dying Light
Zombie AI scripted, non-adaptive.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Dead Space (2008)
Store stock is deterministic; minor drop variance on kills
Dying Light
Night-hunter encounters bring randomness.
Dead Space (2008) leans a little harder on optimization, though the gap is small.
Dead Space (2008)
Weapon upgrading, power-node routing and stasis timing are optimisable
Dying Light
Crafting, blueprints, skill trees solvable.
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.