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
Nemesis-system sequel that adds orc army management and fortress sieges.

Optimization · Practiced Mastery
An atmospheric open-zone survival shooter set in the Chernobyl exclusion zone.
Middle-earth: Shadow of War leans Optimization (Practiced Mastery); S.T.A.L.K.E.R.: Shadow of Chernobyl 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.
Middle-earth: Shadow of War
Same counter-heavy combat as its predecessor
S.T.A.L.K.E.R.: Shadow of Chernobyl
Ballistic gunplay punishes sloppy aim
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Middle-earth: Shadow of War
Nemesis system mimics adaptation but follows knowable rules
S.T.A.L.K.E.R.: Shadow of Chernobyl
A-Life feels alive but doesn't model you
S.T.A.L.K.E.R.: Shadow of Chernobyl leans a little harder on variance, though the gap is small.
Middle-earth: Shadow of War
Random orc traits, betrayals, and fortress compositions
S.T.A.L.K.E.R.: Shadow of Chernobyl
Anomalies, mutant spawns, and artifact RNG hide information
Middle-earth: Shadow of War leans a little harder on optimization, though the gap is small.
Middle-earth: Shadow of War
Army building and siege planning layer on top
S.T.A.L.K.E.R.: Shadow of Chernobyl
Artifact economy, routes, and stash knowledge converge
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.