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.

Execution · Practiced Mastery
Luchador metroidvania mixing brawler combos with demanding color-switch platforming.

Execution · Practiced Mastery
High-speed cyborg slasher built on precise parries and slicing anything in half.
Guacamelee! leans Execution (Practiced Mastery); Metal Gear Rising: Revengeance leans Execution (Practiced Mastery).
Metal Gear Rising: Revengeance leans a little harder on execution, though the gap is small.
Guacamelee!
Combo brawling and dimension-swap platforming challenges
Metal Gear Rising: Revengeance
parry timing and blade-mode cuts demand sharp reactions
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Guacamelee!
Enemies telegraph fixed patterns
Metal Gear Rising: Revengeance
bosses telegraph fixed patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Guacamelee!
Authored world with no randomness
Metal Gear Rising: Revengeance
deterministic encounters
Metal Gear Rising: Revengeance leans a little harder on optimization, though the gap is small.
Guacamelee!
Ability routing, combos, and secret hunting
Metal Gear Rising: Revengeance
learning movesets and upgrade priorities
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.