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

Optimization · Light / Casual
A branching story that tests choice exploration more than any skill.

Variance · Light / Casual
A branching chat story that tests curiosity about outcomes, not skill.
Detroit: Become Human leans Optimization (Light / Casual); Emily Is Away Too leans Variance (Light / Casual).
Detroit: Become Human leans a little harder on execution, though the gap is small.
Detroit: Become Human
Quick-time events demand only basic reaction timing
Emily Is Away Too
Typing in a fake chat client takes no skill
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Branching script, no adaptive adversary
Emily Is Away Too
Characters follow branching scripts, not adaptive minds
Emily Is Away Too leans a little harder on variance, though the gap is small.
Detroit: Become Human
Branch consequences are hidden information until explored
Emily Is Away Too
Branch outcomes are hidden until a route is played
Detroit: Become Human leans a little harder on optimization, though the gap is small.
Detroit: Become Human
Flowchart completion is a light solvable puzzle
Emily Is Away Too
Mapping dialogue branches is the only system
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.