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
An open-world samurai adventure trading honor for guerrilla tactics across feudal Tsushima.

Execution · Practiced Mastery
A classic arcade brawler sending the turtles through time to pummel Foot Clan waves.
Ghost of Tsushima leans Execution (Practiced Mastery); Teenage Mutant Ninja Turtles IV: Turtles in Time leans Execution (Practiced Mastery).
Teenage Mutant Ninja Turtles IV: Turtles in Time leans a little harder on execution, though the gap is small.
Ghost of Tsushima
Parry and stance timing carry duels and standoffs
Teenage Mutant Ninja Turtles IV: Turtles in Time
Throw timing, positioning, and boss dodges are the whole 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
Teenage Mutant Ninja Turtles IV: Turtles in Time
Foot Soldiers run fixed 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
Teenage Mutant Ninja Turtles IV: Turtles in Time
Stages and waves are essentially fixed.
Ghost of Tsushima leans a little harder on optimization, though the gap is small.
Ghost of Tsushima
Stance matchups, charms, and gear are solvable systems
Teenage Mutant Ninja Turtles IV: Turtles in Time
Wave layouts and boss patterns are fully memorisable.
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.