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

Optimization · Pure Optimization
Choosing augmentation paths and routing through hubs to neutralise scripted opposition with minimal friction.

Optimization · Practiced Mastery
A loot-heavy open-world action RPG with flashy combo combat and a famously breakable crafting system.
Deus Ex: Human Revolution leans Optimization (Pure Optimization); Kingdoms of Amalur: Reckoning leans Optimization (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Deus Ex: Human Revolution
Combat demands moderate aim; takedowns are execution-gated
Kingdoms of Amalur: Reckoning
Dodge-and-combo combat, forgiving timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Deus Ex: Human Revolution
Guards use scripted alert states, not player-adaptive logic
Kingdoms of Amalur: Reckoning
Enemies never adapt to your habits
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Deus Ex: Human Revolution
Enemy positions are static once patrol patterns are learned
Kingdoms of Amalur: Reckoning
Loot rolls add light randomness
Deus Ex: Human Revolution leans a little harder on optimization, though the gap is small.
Deus Ex: Human Revolution
Augment loadout and approach routing solve each hub optimally
Kingdoms of Amalur: Reckoning
Destiny builds and crafting trivialise difficulty
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.