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

Variance · Systems & Chaos
Building a psyche and gaming dice checks through a dense authored narrative.

Variance · Systems & Chaos
A horror adventure sequel where a delinquent investigates urban-legend spirits to save his kidnapped sister.
Disco Elysium: The Final Cut leans Variance (Systems & Chaos); Spirit Hunter: NG leans Variance (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Disco Elysium: The Final Cut
Pure reading and clicking, no physical layer
Spirit Hunter: NG
Menu-driven investigation; no physical skill ceiling.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Disco Elysium: The Final Cut
Every character responds along authored branches
Spirit Hunter: NG
Spirit behaviour is scripted, never modelling the player.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Disco Elysium: The Final Cut
Dice checks and hidden thresholds gate outcomes
Spirit Hunter: NG
Hidden death triggers and unknown spirit lore dominate first runs.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Disco Elysium: The Final Cut
Skill builds and check preparation are the solvable layer
Spirit Hunter: NG
Correct evidence and choices are fixed and fully learnable.
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.