head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Execution · Pure Mechanics
VR Half-Life where hand-presence interaction defines every fight.

Execution · Pure Mechanics
A stylus-driven rail shooter testing aim speed against on-rails zombie waves.
Half-Life: Alyx leans Execution (Pure Mechanics); Touch the Dead 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.
Half-Life: Alyx
VR aim, reload, and grab inputs intense.
Touch the Dead
Fast stylus aiming and reloading at zombies is twitch-core
Half-Life: Alyx leans a little harder on reads, though the gap is small.
Half-Life: Alyx
Combine and headcrabs scripted.
Touch the Dead
Zombies attack on script, nothing to predict
Touch the Dead leans a little harder on variance, though the gap is small.
Half-Life: Alyx
Resource and encounter variance light.
Touch the Dead
Zombie spawn timing adds light unpredictability
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Half-Life: Alyx
Few systems to tune.
Touch the Dead
Weapon choice and target priority reward routine
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.