head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, 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 black-and-white cinematic samurai side-scroller built on parry-timing duels.
Ghost of Tsushima leans Execution (Practiced Mastery); Trek to Yomi 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
Trek to Yomi
Parry and counter timing carries every duel
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
Trek to Yomi
Enemies follow scripted attack patterns
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
Trek to Yomi
Linear cinematic encounters, nothing hidden
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
Trek to Yomi
Learning combos and enemy patterns is solvable
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.