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
Planning a clean route through each level, then executing it without a single mistake.

Execution · Practiced Mastery
High-speed cyborg slasher built on precise parries and slicing anything in half.
Deadbolt leans Execution (Practiced Mastery); Metal Gear Rising: Revengeance leans Execution (Practiced Mastery).
Metal Gear Rising: Revengeance leans a little harder on execution, though the gap is small.
Deadbolt
One-hit deaths demand precise shots and clean movement
Metal Gear Rising: Revengeance
parry timing and blade-mode cuts demand sharp reactions
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Deadbolt
Undead follow patrol scripts, never modelling the player
Metal Gear Rising: Revengeance
bosses telegraph fixed patterns
Deadbolt leans a little harder on variance, though the gap is small.
Deadbolt
Enemy placements are mostly fixed with minor behavioural noise
Metal Gear Rising: Revengeance
deterministic encounters
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Deadbolt
Planning entry routes and kill order is half the level
Metal Gear Rising: Revengeance
learning movesets and upgrade priorities
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.