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

Execution · Practiced Mastery
First-person parkour against zombies, especially terrifying after dark.

Execution · Practiced Mastery
An open-world samurai adventure trading honor for guerrilla tactics across feudal Tsushima.
Dying Light leans Execution (Practiced Mastery); Ghost of Tsushima leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Dying Light
Parkour traversal and melee timing demanding.
Ghost of Tsushima
Parry and stance timing carry duels and standoffs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dying Light
Zombie AI scripted, non-adaptive.
Ghost of Tsushima
Mongol AI is scripted, not adaptive
Dying Light leans a little harder on variance, though the gap is small.
Dying Light
Night-hunter encounters bring randomness.
Ghost of Tsushima
Encounters are largely deterministic
Ghost of Tsushima leans a little harder on optimization, though the gap is small.
Dying Light
Crafting, blueprints, skill trees solvable.
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.