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

Execution · Twitch Chaos
Procedural room-clearing where randomised suspects punish sloppy doctrine and slow aim.

Execution · Twitch Chaos
An open-world survival shooter set in a hostile irradiated Zone full of anomalies and scarce supplies.
Police Stories leans Execution (Twitch Chaos); S.T.A.L.K.E.R. 2: Heart of Chornobyl leans Execution (Twitch Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Police Stories
Snap aim and door-breach timing decide split-second encounters
S.T.A.L.K.E.R. 2: Heart of Chornobyl
Lethal gunfights with recoil, bleed, and ballistics punish sloppy aim
S.T.A.L.K.E.R. 2: Heart of Chornobyl leans a little harder on reads, though the gap is small.
Police Stories
Suspect AI is randomised, not adaptively modelling you
S.T.A.L.K.E.R. 2: Heart of Chornobyl
A-Life NPCs roam but never model the player adaptively
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Police Stories
Suspect placement and compliance rolls differ every attempt
S.T.A.L.K.E.R. 2: Heart of Chornobyl
Anomalies, emissions, stash rolls, and unknown Zone layouts hide information
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Police Stories
Room-clearing procedure and tool usage converge to doctrine
S.T.A.L.K.E.R. 2: Heart of Chornobyl
Artifact hunting, gear upkeep economy, and routing through the Zone
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.