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

Execution · Practiced Mastery
Timing-based swordplay over a solvable stance-and-loadout system in an authored world.

Execution · Practiced Mastery
A brutal Greek-myth action game where Kratos carves through gods with chained blades.
Ghost of Tsushima: Director's Cut leans Execution (Practiced Mastery); God of War leans Execution (Practiced Mastery).
God of War leans a little harder on execution, though the gap is small.
Ghost of Tsushima: Director's Cut
Parry and stance timing carry duels on harder difficulties
God of War
Combo timing, dodges, and QTEs set the bar
Ghost of Tsushima: Director's Cut leans a little harder on reads, though the gap is small.
Ghost of Tsushima: Director's Cut
Enemies telegraph from fixed scripts, never model you
God of War
Bosses follow fixed scripted patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Ghost of Tsushima: Director's Cut
Open world is authored; little meaningful randomness
God of War
Encounters are essentially deterministic
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Ghost of Tsushima: Director's Cut
Stance matchups, charms and gear form a solvable system
God of War
Learning movesets, upgrades, and puzzles is the other half
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.