head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Execution · Practiced Mastery
An action-leaning Final Fantasy where Eikon ability routing meets combo timing.

Execution · Practiced Mastery
An open-world samurai adventure trading honor for guerrilla tactics across feudal Tsushima.
Final Fantasy XVI leans Execution (Practiced Mastery); Ghost of Tsushima 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.
Final Fantasy XVI
Action combat with dodge and combo timing
Ghost of Tsushima
Parry and stance timing carry duels and standoffs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Final Fantasy XVI
Scripted bosses, no adaptation
Ghost of Tsushima
Mongol AI is scripted, not adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Final Fantasy XVI
Minimal RNG
Ghost of Tsushima
Encounters are largely deterministic
Ghost of Tsushima leans a little harder on optimization, though the gap is small.
Final Fantasy XVI
Eikon ability loadout planning matters
Ghost of Tsushima
Stance matchups, charms, and gear are solvable systems
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.