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
The notoriously demanding side-scrolling Zelda built on tight sword duels and RPG levelling.
Ghost of Tsushima: Director's Cut leans Execution (Practiced Mastery); Zelda II: The Adventure of Link leans Execution (Practiced Mastery).
Zelda II: The Adventure of Link 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
Zelda II: The Adventure of Link
Precise sword spacing, shield stabs, brutal platforming
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
Zelda II: The Adventure of Link
Ironknuckles feint but follow fixed logic
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
Zelda II: The Adventure of Link
Layouts fixed, little hidden randomness
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
Zelda II: The Adventure of Link
XP routing, spell use, palace order planning
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.