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
Sucker Punch's follow-up to Tsushima, a revenge tale set around Mount Yōtei in 1603 Ezo.
Dying Light leans Execution (Practiced Mastery); Ghost of Yōtei 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 Yōtei
Weapon-swap duels and parry timing remain the core test
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 Yōtei
Enemies follow learnable scripts
Dying Light leans a little harder on variance, though the gap is small.
Dying Light
Night-hunter encounters bring randomness.
Ghost of Yōtei
Mostly deterministic encounters
Ghost of Yōtei leans a little harder on optimization, though the gap is small.
Dying Light
Crafting, blueprints, skill trees solvable.
Ghost of Yōtei
Weapon matchups and build choices reward system play
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.