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.

Execution · Practiced Mastery
Ninja Theory's stylish-action reboot with angel-demon stance switching through a shifting Limbo.

Execution · Practiced Mastery
An open-world samurai adventure trading honor for guerrilla tactics across feudal Tsushima.
DmC: Devil May Cry leans Execution (Practiced Mastery); Ghost of Tsushima leans Execution (Practiced Mastery).
DmC: Devil May Cry leans a little harder on execution, though the gap is small.
DmC: Devil May Cry
Angel/demon stance weaving is demanding but softer than mainline
Ghost of Tsushima
Parry and stance timing carry duels and standoffs
Ghost of Tsushima leans a little harder on reads, though the gap is small.
DmC: Devil May Cry
Color-coded enemies dictate fixed answers
Ghost of Tsushima
Mongol AI is scripted, not adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
DmC: Devil May Cry
Limbo levels are authored spectacle, not random
Ghost of Tsushima
Encounters are largely deterministic
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
DmC: Devil May Cry
Color-coding turns encounters into solvable matching puzzles
Ghost of Tsushima
Stance matchups, charms, and gear are solvable systems
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.