head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Practiced Mastery
The 1986 original that defined exploration-driven, secret-riddled platforming.

Optimization · Practiced Mastery
Managing scarce resources and learning authored scares that converge to routed runs.
Metroid leans Optimization (Practiced Mastery); Resident Evil Requiem 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.
Metroid
stiff NES jumps and tough enemy contact
Resident Evil Requiem
Aiming under pressure matters but stays survivable
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Metroid
creatures follow fixed movement
Resident Evil Requiem
Enemies and stalkers follow designed behaviour, not adaptive minds
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Metroid
unmarked secrets and bombable blocks hide the map
Resident Evil Requiem
First-run horror trades on scripted-but-unknown encounters
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Metroid
route and item knowledge transforms the game
Resident Evil Requiem
Resource management and routing converge on optimal runs
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.