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.

Optimization · Pure Optimization
Cargo-hauling odyssey where route planning and loadout matter most.

Optimization · Pure Optimization
Stealth adventure about a minstrel mouse sneaking through a rat-run fortress.
Death Stranding leans Optimization (Pure Optimization); Ghost of a Tale 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
Balance and traversal inputs, modest demands.
Ghost of a Tale
Light sneak-and-dash timing
Death Stranding leans a little harder on reads, though the gap is small.
Death Stranding
BTs and MULEs scripted, predictable.
Ghost of a Tale
Guard rats patrol fixed mappable routes
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Death Stranding
Terrain, weather, BT spawns randomized.
Ghost of a Tale
Quest items and routes hidden first time
Death Stranding leans a little harder on optimization, though the gap is small.
Death Stranding
Cargo loadouts, routes, structures highly solvable.
Ghost of a Tale
Costumes, routes, and quest-chain solutions
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.