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
Timing-based swordplay over a solvable stance-and-loadout system in an authored world.
Dying Light leans Execution (Practiced Mastery); Ghost of Tsushima: Director's Cut 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: Director's Cut
Parry and stance timing carry duels on harder difficulties
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: Director's Cut
Enemies telegraph from fixed scripts, never model you
Dying Light leans a little harder on variance, though the gap is small.
Dying Light
Night-hunter encounters bring randomness.
Ghost of Tsushima: Director's Cut
Open world is authored; little meaningful randomness
Ghost of Tsushima: Director's Cut leans a little harder on optimization, though the gap is small.
Dying Light
Crafting, blueprints, skill trees solvable.
Ghost of Tsushima: Director's Cut
Stance matchups, charms and gear form a solvable system
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.