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
Prequel chronicling Noble Team's doomed defence, with armour abilities reshaping multiplayer.

Execution · Competitive PvP
Team arena brawls testing mobile combo execution and reading enemy engages.
Halo: Reach leans Execution (Practiced Mastery); Naruto to Boruto: Shinobi Striker leans Execution (Competitive PvP).
Halo: Reach leans a little harder on execution, though the gap is small.
Halo: Reach
DMR precision and armour-ability timing
Naruto to Boruto: Shinobi Striker
Aerial movement and combo timing decide 4v4 skirmishes
Naruto to Boruto: Shinobi Striker leans a little harder on reads, though the gap is small.
Halo: Reach
Multiplayer rewards predicting human movement
Naruto to Boruto: Shinobi Striker
Human opponents fake engages and rotations constantly
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Halo: Reach
Loadouts and spawns add small swings
Naruto to Boruto: Shinobi Striker
Some matchmaking and map objective randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Halo: Reach
Ability matchups and map knowledge
Naruto to Boruto: Shinobi Striker
Class loadouts and jutsu matchups reward study
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.