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.

Optimization · Practiced Mastery
A demanding action RPG where dodge timing meets alchemy build planning.
Ghost of Tsushima: Director's Cut leans Execution (Practiced Mastery); The Witcher 2: Assassins of Kings leans Optimization (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
The Witcher 2: Assassins of Kings
Tight dodge and parry windows
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
The Witcher 2: Assassins of Kings
Scripted enemy patterns
The Witcher 2: Assassins of Kings leans a little harder on variance, though the gap is small.
Ghost of Tsushima: Director's Cut
Open world is authored; little meaningful randomness
The Witcher 2: Assassins of Kings
Some loot and alchemy variance
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
The Witcher 2: Assassins of Kings
Sign, alchemy, and skill builds matter
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.