head to head
L.A. Noire asks more than Evil, and the gap is optimization.

Variance · Systems & Chaos
A short first-person horror game testing nerve against scripted home invasion scares.

Optimization · Systems & Chaos
1940s detective procedural built around crime scenes and reading scripted interrogation tells.
Evil leans Variance (Systems & Chaos); L.A. Noire leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Evil
Walking and looking; minimal physical demand
L.A. Noire
Light shooting and driving, very forgiving
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Evil
Scare events are scripted, not an adaptive mind
L.A. Noire
Suspects follow fixed scripts, never adapt
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Evil
Hidden scares and events drive the unknown tension
L.A. Noire
Interrogation tells and clues hidden until discovered
L.A. Noire leans clearly harder on optimization.
Evil
Figuring out what to do next is the small loop
L.A. Noire
Evidence chains and question choices have fixed correct answers
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.