head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Pure Optimization
A faction-driven RPG-shooter where build and route planning shape every ending.

Optimization · Pure Optimization
Managing clone resources and mapping patrol circuits to chain ghost kills through vertical levels.
Fallout: New Vegas leans Optimization (Pure Optimization); Styx: Shards of Darkness leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Fallout: New Vegas
Shooter inputs with VATS assist
Styx: Shards of Darkness
Climbing and kill-window timing are modest but present demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Fallout: New Vegas
Scripted factions and enemies
Styx: Shards of Darkness
Dark Elves and Dwarves use scripted patrol trees throughout
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Fallout: New Vegas
Some loot and crit RNG
Styx: Shards of Darkness
Level geometry is consistent; knowledge transfers cleanly between attempts
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Fallout: New Vegas
Faction routing, perks, builds heavily rewarded
Styx: Shards of Darkness
Clone economy, rope optimisation, and route planning are the lead skill
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.