head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, 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
The original open-ended tropical shooter testing long-range aim and approach planning.
Dead Space (2008) leans Execution (Practiced Mastery); Far Cry 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 Space (2008)
Precise limb-targeting under Necromorph pressure is the core skill
Far Cry
Long-range gunplay against sharp-eyed mercenaries
Dead Space (2008) leans a little harder on reads, though the gap is small.
Dead Space (2008)
Necromorphs follow fixed approach patterns, not player modelling
Far Cry
AI flanks but follows mappable behaviour
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
Far Cry
Patrols vary slightly per attempt
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
Far Cry
Approach planning across open tropical maps
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.