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 · Pure Optimization
A calendar-driven JRPG carried by persona fusion and social-link planning.

Optimization · Pure Optimization
A choice-driven RPG where allocating stats toward Tide alignment and crisis routing determines narrative outcomes.
Persona 4 Golden leans Optimization (Pure Optimization); Torment: Tides of Numenera leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Persona 4 Golden
Turn-based, no input demand
Torment: Tides of Numenera
Combat is explicitly optional; minimal motor demand throughout
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Persona 4 Golden
Scripted enemies
Torment: Tides of Numenera
Crisis encounters use scripted AI patterns, no adaptive opponents
Torment: Tides of Numenera leans a little harder on variance, though the gap is small.
Persona 4 Golden
Weakness and crit rolls
Torment: Tides of Numenera
Hidden Tide value thresholds and item interactions create unknown-information branches
Persona 4 Golden leans a little harder on optimization, though the gap is small.
Persona 4 Golden
Persona fusion and calendar routing rewarded
Torment: Tides of Numenera
Stat allocation, Tide routing and artefact loadout reward system knowledge
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.