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
A first-person supernatural adventure cleansing a spirit-emptied Tokyo with elemental hand magic.

Execution · Practiced Mastery
A co-op brawler testing modest combat execution and straightforward build progression.
Ghostwire: Tokyo leans Execution (Practiced Mastery); The Lord of the Rings: War in the North 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.
Ghostwire: Tokyo
Aimed ether weaving and core-grab timing
The Lord of the Rings: War in the North
Melee timing and crit windows reward active hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ghostwire: Tokyo
Spirits attack on fixed scripts
The Lord of the Rings: War in the North
Orc hordes are scripted spawns, no adaptation
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Ghostwire: Tokyo
Light enemy spawn variation
The Lord of the Rings: War in the North
Loot drops roll randomly across runs
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Ghostwire: Tokyo
Skill upgrades and ability usage are easily systematised
The Lord of the Rings: War in the North
Class skill trees and co-op role gearing
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.