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
Co-op horde shooting that tests sustained aim and defensive setup planning.
Dying Light leans Execution (Practiced Mastery); World War Z: Aftermath 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.
World War Z: Aftermath
Horde shooting and melee timing carry every swarm
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.
World War Z: Aftermath
Zombies are pathfinding scripts, not minds
World War Z: Aftermath leans a little harder on variance, though the gap is small.
Dying Light
Night-hunter encounters bring randomness.
World War Z: Aftermath
Spawn director shuffles hordes mildly between runs
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Dying Light
Crafting, blueprints, skill trees solvable.
World War Z: Aftermath
Class builds, defenses and weapon upgrades reward planning
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.