head to head
Death Stranding: Director's Cut asks more than Portal, and the gap is variance.

Optimization · Pure Optimization
Logistics as gameplay - planning routes and cargo loads across hostile terrain.

Optimization · Pure Optimization
The portal-gun puzzle game whose solutions are everything.
Death Stranding: Director's Cut leans Optimization (Pure Optimization); Portal 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.
Death Stranding: Director's Cut
Balance management over terrain takes constant light input
Portal
Portal placement timing modest.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Death Stranding: Director's Cut
BTs and MULEs follow predictable scripted behaviours
Portal
No adversary modeling player.
Death Stranding: Director's Cut leans clearly harder on variance.
Death Stranding: Director's Cut
Timefall and terrain hazards are mappable once seen
Portal
Deterministic chambers; no randomness.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Death Stranding: Director's Cut
Route planning, load balancing and infrastructure ARE the game
Portal
Pure puzzle-solving optimization.
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.