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

Execution · Light / Casual
Wordless watercolor platformer about grief, designed never to punish you.
Detroit: Become Human leans Optimization (Light / Casual); Gris leans Execution (Light / Casual).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Quick-time events demand only basic reaction timing
Gris
Gentle platforming with no fail state
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
Gris
No opposition at all
Detroit: Become Human leans a little harder on variance, though the gap is small.
Detroit: Become Human
Branch consequences are hidden information until explored
Gris
Linear and fully authored
Detroit: Become Human leans a little harder on optimization, though the gap is small.
Detroit: Become Human
Flowchart completion is a light solvable puzzle
Gris
Light environmental puzzles with obvious solutions
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.