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

Optimization · Pure Optimization
A grand tactical RPG where deep class and alignment optimization against scripted enemy formations defines mastery.

Optimization · Pure Optimization
Small-town murder-mystery JRPG balancing friendships by day and TV-world dungeons by night.
Ogre Battle 64 leans Optimization (Pure Optimization); Persona 4 leans Optimization (Pure Optimization).
Ogre Battle 64 leans a little harder on execution, though the gap is small.
Ogre Battle 64
Real-time unit marching is automatic; player input minimal
Persona 4
Menu combat; zero dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ogre Battle 64
Enemy leaders scripted; no adaptive AI
Persona 4
Shadow bosses use scripted patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Ogre Battle 64
Unit encounter randomness and morale swings add moderate variance
Persona 4
Randomized dungeon floors and fusion rolls
Ogre Battle 64 leans a little harder on optimization, though the gap is small.
Ogre Battle 64
Unit class configuration, formation, and alignment routing are the dominant system
Persona 4
Social link scheduling and weakness-exploit planning
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.