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.

Optimization · Light / Casual
A short visual-novel prequel testing little beyond attention to its story.

Variance · Light / Casual
An interactive story that tests emotional choice, not skill.
Ghostwire: Tokyo - Prelude: The Corrupted Casefile leans Optimization (Light / Casual); The Walking Dead leans Variance (Light / Casual).
The Walking Dead leans a little harder on execution, though the gap is small.
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
Reading and choosing requires no dexterity
The Walking Dead
Quick-time prompts are forgiving and rarely fail the story
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
A fixed authored story, no adversary
The Walking Dead
No opponent - characters follow the script
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
Branch outcomes are hidden until first read
The Walking Dead
Branch outcomes are hidden on a first playthrough only
Ghostwire: Tokyo - Prelude: The Corrupted Casefile leans a little harder on optimization, though the gap is small.
Ghostwire: Tokyo - Prelude: The Corrupted Casefile
Minor choice-tracking, mostly linear
The Walking Dead
Choices barely gate progress; nothing meaningful to solve
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.