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

Optimization · Practiced Mastery
A portable Metal Gear pairing mission stealth with a base-building development metagame.

Optimization · Practiced Mastery
A double-agent stealth game where managing two factions' trust meters becomes the core puzzle.
Metal Gear Solid: Peace Walker leans Optimization (Practiced Mastery); Tom Clancy's Splinter Cell: Double Agent leans Optimization (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Solid: Peace Walker
Boss vehicle fights and CQC chains test aim and timing.
Tom Clancy's Splinter Cell: Double Agent
Stealth movement and timed objectives need steady hands.
Tom Clancy's Splinter Cell: Double Agent leans a little harder on reads, though the gap is small.
Metal Gear Solid: Peace Walker
Enemy AI is scripted and predictable.
Tom Clancy's Splinter Cell: Double Agent
Trust meter pressure is scripted, not adaptive.
Tom Clancy's Splinter Cell: Double Agent leans a little harder on variance, though the gap is small.
Metal Gear Solid: Peace Walker
Missions are fixed; soldier recruitment adds slight randomness.
Tom Clancy's Splinter Cell: Double Agent
Branching trust outcomes are unknown on first play.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Solid: Peace Walker
Mother Base management and weapon development are pure systems.
Tom Clancy's Splinter Cell: Double Agent
Balancing JBA and NSA trust is a solvable system.
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: Peace Walker →
full breakdown
Tom Clancy's Splinter Cell: Double Agent →