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
A western stealth-tactics game solved by planning perfect takedown chains.

Optimization · Pure Optimization
An open-world sandbox solved through creative build optimization and routing.
Desperados: Wanted Dead or Alive leans Optimization (Pure Optimization); The Legend of Zelda: Tears of the Kingdom 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.
Desperados: Wanted Dead or Alive
Quick-action setups demand precise simultaneous timing
The Legend of Zelda: Tears of the Kingdom
Combat and traversal need modest timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Desperados: Wanted Dead or Alive
Enemy view cones and patrols are fully scripted
The Legend of Zelda: Tears of the Kingdom
World is fixed, nothing adapts
Desperados: Wanted Dead or Alive leans a little harder on variance, though the gap is small.
Desperados: Wanted Dead or Alive
Layouts hidden only on first pass, then known
The Legend of Zelda: Tears of the Kingdom
Weapon durability adds light variance
Desperados: Wanted Dead or Alive leans a little harder on optimization, though the gap is small.
Desperados: Wanted Dead or Alive
Optimal takedown sequencing solves each western vignette
The Legend of Zelda: Tears of the Kingdom
Build contraptions and route the open world
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.
full breakdown
Desperados: Wanted Dead or Alive →
full breakdown
The Legend of Zelda: Tears of the Kingdom →