head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

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

Optimization · Pure Optimization
Using time-rewind to pre-solve grapple and kill sequences against fully deterministic guard patrols.
Death Stranding leans Optimization (Pure Optimization); Shadwen 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.
Shadwen
Grapple hook timing and kill windows need care but are forgiving
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Death Stranding
BTs and MULEs scripted, predictable.
Shadwen
Guards follow scripted patrol arcs without profiling player tactics
Death Stranding leans a little harder on variance, though the gap is small.
Death Stranding
Terrain, weather, BT spawns randomized.
Shadwen
Child NPC pathfinding adds minor unpredictability to routing plans
Shadwen leans a little harder on optimization, though the gap is small.
Death Stranding
Cargo loadouts, routes, structures highly solvable.
Shadwen
Time-rewind and rope construction enable full pre-optimisation of every kill sequence
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.