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
A class-swapping JRPG carried by art-rotation and ouroboros build optimization.
Death Stranding leans Optimization (Pure Optimization); Xenoblade Chronicles 3 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.
Xenoblade Chronicles 3
Auto-attack with art-timing inputs
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.
Xenoblade Chronicles 3
Scripted enemies
Death Stranding leans a little harder on variance, though the gap is small.
Death Stranding
Terrain, weather, BT spawns randomized.
Xenoblade Chronicles 3
Loot and gem rolls
Xenoblade Chronicles 3 leans a little harder on optimization, though the gap is small.
Death Stranding
Cargo loadouts, routes, structures highly solvable.
Xenoblade Chronicles 3
Class, art, and ouroboros builds deeply rewarded
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.