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

Optimization · Pure Optimization
Solving guard patrols and survival systems through planned stealth routing.

Optimization · Pure Optimization
Engineering silent passages through layered guard awareness systems using body-stacking and sound tools.
Metal Gear Solid Delta: Snake Eater leans Optimization (Pure Optimization); Splinter Cell: Chaos Theory leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Solid Delta: Snake Eater
Stealth movement and CQC need care, not twitch mastery
Splinter Cell: Chaos Theory
Rappel aim, hand-over-hand movement, and knockouts require care
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Solid Delta: Snake Eater
Guards follow vision-cone scripts, not adaptive minds
Splinter Cell: Chaos Theory
Guards talk and investigate on scripted awareness trees
Splinter Cell: Chaos Theory leans a little harder on variance, though the gap is small.
Metal Gear Solid Delta: Snake Eater
Patrol routes unknown only until observed
Splinter Cell: Chaos Theory
Conversation triggers and item locations hold some first-run uncertainty
Splinter Cell: Chaos Theory leans a little harder on optimization, though the gap is small.
Metal Gear Solid Delta: Snake Eater
Camo, routing, food and boss knowledge solve every encounter
Splinter Cell: Chaos Theory
Sound-state management and multi-approach routing are the core skill
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.