head to head
Life is Strange 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
A teenage drama built around rewinding decisions to map which choices actually alter the scripted outcome.
Evil leans Variance (Systems & Chaos); Life is Strange leans Optimization (Systems & Chaos).
Evil leans a little harder on execution, though the gap is small.
Evil
Walking and looking; minimal physical demand
Life is Strange
Rewind mechanic removes virtually any failure state
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
Life is Strange
Scripted teen drama; no opponent models the player
Evil leans a little harder on variance, though the gap is small.
Evil
Hidden scares and events drive the unknown tension
Life is Strange
Rewind obscures which choices are truly consequential
Life is Strange leans clearly harder on optimization.
Evil
Figuring out what to do next is the small loop
Life is Strange
Understanding consequence chains enables deliberate dialogue path 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.