head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

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

Optimization · Light / Casual
A serene open-world exploration about a coming-of-age desert pilgrimage.
Detroit: Become Human leans Optimization (Light / Casual); Sable leans Optimization (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
Sable
Gliding and climbing are gentle.
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
Sable
No adversaries.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Detroit: Become Human
Branch consequences are hidden information until explored
Sable
Open-world discoveries vary little.
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
Sable
Quest routing has shallow optimization.
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.