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 narrative horror experience testing curiosity more than any skill axis.
Detroit: Become Human leans Optimization (Light / Casual); MiSide 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
MiSide
Walking and minigames make light physical demands
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
MiSide
Mita is a scripted character, not an adaptive mind
MiSide leans a little harder on variance, though the gap is small.
Detroit: Become Human
Branch consequences are hidden information until explored
MiSide
Story surprises are hidden only until experienced
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Flowchart completion is a light solvable puzzle
MiSide
Linear narrative with simple puzzles to step through
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.