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
The 2002 Total War pairing turn-based medieval empire management with massive real-time battles.
Death Stranding leans Optimization (Pure Optimization); Medieval: Total War 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.
Medieval: Total War
Real-time battle control rewards quick unit handling
Medieval: Total War leans a little harder on reads, though the gap is small.
Death Stranding
BTs and MULEs scripted, predictable.
Medieval: Total War
Multiplayer battles add human feints; campaign AI is scripted
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.
Medieval: Total War
Battle dice, loyalty and event cards add noise
Medieval: Total War leans a little harder on optimization, though the gap is small.
Death Stranding
Cargo loadouts, routes, structures highly solvable.
Medieval: Total War
Campaign economy and battlefield doctrine are deeply learnable
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.