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.

Optimization · Practiced Mastery
Stealth systems mastery against scripted guards with moderate execution needs.

Optimization · Practiced Mastery
Choosing between three distinct playstyle routes through consistent guard layouts for optimal SMI scores.
Metal Gear Solid 3: Subsistence leans Optimization (Practiced Mastery); Splinter Cell: Blacklist leans Optimization (Practiced Mastery).
Splinter Cell: Blacklist leans a little harder on execution, though the gap is small.
Metal Gear Solid 3: Subsistence
CQC, aiming and timed escapes demand real but moderate precision
Splinter Cell: Blacklist
Mark-and-execute and fast takedowns raise the physical ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Solid 3: Subsistence
Guards and bosses run rich but ultimately scripted behaviours
Splinter Cell: Blacklist
Enemies react on scripted alert logic, not player-specific profiling
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Solid 3: Subsistence
Patrols and boss quirks are unknown only until studied
Splinter Cell: Blacklist
Patrol density and item placement are consistent across runs
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Solid 3: Subsistence
Camo, food and route systems reward deep mastery
Splinter Cell: Blacklist
SMI scoring system incentivises optimal ghost, panther, or assault routing
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.