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
High-speed cyborg slasher built on precise parries and slicing anything in half.

Execution · Pure Mechanics
A relentless rail shooter testing aim and dodge execution against fixed choreography.
Metal Gear Rising: Revengeance leans Execution (Practiced Mastery); Sin and Punishment leans Execution (Pure Mechanics).
Sin and Punishment leans a little harder on execution, though the gap is small.
Metal Gear Rising: Revengeance
parry timing and blade-mode cuts demand sharp reactions
Sin and Punishment
Simultaneous aiming, dodging and melee at relentless pace
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Rising: Revengeance
bosses telegraph fixed patterns
Sin and Punishment
Everything on rails is scripted, nothing adapts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Rising: Revengeance
deterministic encounters
Sin and Punishment
Fixed enemy choreography every run
Metal Gear Rising: Revengeance leans a little harder on optimization, though the gap is small.
Metal Gear Rising: Revengeance
learning movesets and upgrade priorities
Sin and Punishment
Scoring routes and boss patterns are memorisable
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.