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.

Optimization · Pure Optimization
The original post-apocalyptic CRPG where character builds solve the wasteland.

Optimization · Pure Optimization
Etrian-style crossover crawler where party builds and careful map routing carry the labyrinth.
Fallout leans Optimization (Pure Optimization); Persona Q: Shadow of the Labyrinth 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
Turn-based, no dexterity
Persona Q: Shadow of the Labyrinth
First-person grid crawl; menus only.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Fallout
No adaptive opposition
Persona Q: Shadow of the Labyrinth
FOEs follow fixed patrol patterns.
Fallout leans a little harder on variance, though the gap is small.
Fallout
To-hit rolls and random encounters
Persona Q: Shadow of the Labyrinth
Boost procs and drops add minor noise.
Persona Q: Shadow of the Labyrinth leans a little harder on optimization, though the gap is small.
Fallout
SPECIAL builds and quest routing are deeply solvable
Persona Q: Shadow of the Labyrinth
Sub-persona builds, map drawing, and FOE puzzles are solvable.
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.