head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Practiced Mastery
A top-down handheld GTA built around missions and a buy-low-sell-high drug economy.

Optimization · Practiced Mastery
A combat-forward Silent Hill entry with dodge-based melee and branching endings.
Grand Theft Auto: Chinatown Wars leans Optimization (Practiced Mastery); Silent Hill: Homecoming leans Optimization (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Grand Theft Auto: Chinatown Wars
Touch minigames and top-down driving need modest dexterity
Silent Hill: Homecoming
Dodge-and-counter combat needs modest timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Grand Theft Auto: Chinatown Wars
No adaptive opponents anywhere
Silent Hill: Homecoming
Monsters attack on fixed patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Grand Theft Auto: Chinatown Wars
Drug market prices fluctuate semi-randomly
Silent Hill: Homecoming
First-run layouts and ambushes hide information
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Grand Theft Auto: Chinatown Wars
The drug-trading economy is the real solvable game
Silent Hill: Homecoming
Enemy patterns and routes are learnable
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.