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 · Pure Mechanics
A first-person cyberpunk slasher where everything dies in one hit, including you.

Execution · Pure Mechanics
A relentless rail shooter testing aim and dodge execution against fixed choreography.
Ghostrunner leans Execution (Pure Mechanics); Sin and Punishment leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Ghostrunner
One-hit-death parkour and slashing demand near-perfect inputs
Sin and Punishment
Simultaneous aiming, dodging and melee at relentless pace
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ghostrunner
Enemy placements are fixed
Sin and Punishment
Everything on rails is scripted, nothing adapts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Ghostrunner
Deterministic levels
Sin and Punishment
Fixed enemy choreography every run
Ghostrunner leans a little harder on optimization, though the gap is small.
Ghostrunner
Route planning and enemy-order solutions define fast clears
Sin and Punishment
Scoring routes and boss patterns are 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.