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.

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

Optimization · Practiced Mastery
An action RPG where leveling means choosing which Londoners to drain.
Death Stranding: Director's Cut leans Optimization (Pure Optimization); Vampyr leans Optimization (Practiced Mastery).
Vampyr leans a little harder on execution, though the gap is small.
Death Stranding: Director's Cut
Balance management over terrain takes constant light input
Vampyr
Dodge-and-stamina melee combat with modest demands
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
Vampyr
Enemies follow scripted patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Death Stranding: Director's Cut
Timefall and terrain hazards are mappable once seen
Vampyr
Citizen secrets are hidden until investigated
Death Stranding: Director's Cut 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
Vampyr
The feed-or-spare XP economy is the central solvable system
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.