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.

Execution · Practiced Mastery
An action-leaning stealth entry where aggressive optimal clears replace pure ghosting.
Metal Gear Solid 3: Subsistence leans Optimization (Practiced Mastery); Tom Clancy's Splinter Cell: Conviction leans Execution (Practiced Mastery).
Tom Clancy's Splinter Cell: Conviction 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
Tom Clancy's Splinter Cell: Conviction
Mark-and-execute flow rewards quick, accurate play
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
Tom Clancy's Splinter Cell: Conviction
Enemies search via scripted last-known-position logic
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
Tom Clancy's Splinter Cell: Conviction
Mild uncertainty in enemy search behavior
Metal Gear Solid 3: Subsistence leans a little harder on optimization, though the gap is small.
Metal Gear Solid 3: Subsistence
Camo, food and route systems reward deep mastery
Tom Clancy's Splinter Cell: Conviction
Encounter rooms have clear optimal clear orders
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.
full breakdown
Metal Gear Solid 3: Subsistence →
full breakdown
Tom Clancy's Splinter Cell: Conviction →