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

Optimization · Practiced Mastery
The original tomb-crawling platformer, a spatial puzzle solved with careful jumps.
Metroid leans Optimization (Practiced Mastery); Tomb Raider 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
Tomb Raider
Grid-based jumps need deliberate, precise positioning
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
Tomb Raider
Wildlife and guardians follow fixed scripts
Metroid leans a little harder on variance, though the gap is small.
Metroid
unmarked secrets and bombable blocks hide the map
Tomb Raider
First-run trap and secret locations are unknown
Tomb Raider leans a little harder on optimization, though the gap is small.
Metroid
route and item knowledge transforms the game
Tomb Raider
Levels are spatial puzzles with solvable routes
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.