head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Practiced Mastery
An open-world samurai adventure trading honor for guerrilla tactics across feudal Tsushima.

Execution · Practiced Mastery
Sucker Punch's follow-up to Tsushima, a revenge tale set around Mount Yōtei in 1603 Ezo.
Ghost of Tsushima leans Execution (Practiced Mastery); Ghost of Yōtei 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.
Ghost of Tsushima
Parry and stance timing carry duels and standoffs
Ghost of Yōtei
Weapon-swap duels and parry timing remain the core test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ghost of Tsushima
Mongol AI is scripted, not adaptive
Ghost of Yōtei
Enemies follow learnable scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Ghost of Tsushima
Encounters are largely deterministic
Ghost of Yōtei
Mostly deterministic encounters
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Ghost of Tsushima
Stance matchups, charms, and gear are solvable systems
Ghost of Yōtei
Weapon matchups and build choices reward system play
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.