head to head
Ghost of Tsushima: Director's Cut asks more than Red Dead Redemption 2, and the gap is optimization.

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

Execution · Practiced Mastery
A cinematic open-world western leaning on shooting feel and atmosphere.
Ghost of Tsushima: Director's Cut leans Execution (Practiced Mastery); Red Dead Redemption 2 leans Execution (Practiced Mastery).
Ghost of Tsushima: Director's Cut 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
Red Dead Redemption 2
Gunplay and Dead Eye reward aim and timing.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ghost of Tsushima: Director's Cut
Enemies telegraph from fixed scripts, never model you
Red Dead Redemption 2
Enemies use scripted AI patterns, not adaptation.
Red Dead Redemption 2 leans a little harder on variance, though the gap is small.
Ghost of Tsushima: Director's Cut
Open world is authored; little meaningful randomness
Red Dead Redemption 2
Some hunting and weather randomness, lightly hidden.
Ghost of Tsushima: Director's Cut leans clearly harder on optimization.
Ghost of Tsushima: Director's Cut
Stance matchups, charms and gear form a solvable system
Red Dead Redemption 2
Loadouts and routes solvable but loose.
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.