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 · Practiced Mastery
Choreographing simultaneous character abilities with precise timing to solve intricate stealth puzzles.

Optimization · Practiced Mastery
A portable Metal Gear pairing mission stealth with a base-building development metagame.
Desperados III leans Optimization (Practiced Mastery); Metal Gear Solid: Peace Walker leans Optimization (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Desperados III
Simultaneous pause-and-execute actions demand precise timing coordination
Metal Gear Solid: Peace Walker
Boss vehicle fights and CQC chains test aim and timing.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Desperados III
Enemy patrols are fully scripted; no adaptive opposition
Metal Gear Solid: Peace Walker
Enemy AI is scripted and predictable.
Desperados III leans a little harder on variance, though the gap is small.
Desperados III
Guard patrol overlap creates some hidden-state uncertainty early on
Metal Gear Solid: Peace Walker
Missions are fixed; soldier recruitment adds slight randomness.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Desperados III
Finding the ideal simultaneous action sequence per map is the core puzzle
Metal Gear Solid: Peace Walker
Mother Base management and weapon development are pure systems.
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.