head to head
Death Stranding: Director's Cut asks more than Portal 2, and the gap is variance.

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

Optimization · Pure Optimization
A first-person puzzle game where seeing the solution is the whole skill.
Death Stranding: Director's Cut leans Optimization (Pure Optimization); Portal 2 leans Optimization (Pure Optimization).
Death Stranding: Director's Cut leans a little harder on execution, though the gap is small.
Death Stranding: Director's Cut
Balance management over terrain takes constant light input
Portal 2
Portal placement requires some precision but timing is lenient.
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 2
No opponent; puzzles are static.
Death Stranding: Director's Cut leans clearly harder on variance.
Death Stranding: Director's Cut
Timefall and terrain hazards are mappable once seen
Portal 2
Puzzles are deterministic with no randomness.
Portal 2 leans a little harder on optimization, though the gap is small.
Death Stranding: Director's Cut
Route planning, load balancing and infrastructure ARE the game
Portal 2
Solving the puzzle's logic 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.