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
Lara raids Siberian tombs in a stealth-action adventure heavy on puzzles.

Optimization · Practiced Mastery
An action horror game where a death-row inmate fights execution-themed monsters during a prison island breakout.
Rise of the Tomb Raider leans Optimization (Practiced Mastery); The Suffering 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.
Rise of the Tomb Raider
Bow aim, stealth timing, and platforming sequences.
The Suffering
Fast shooting and the Insanity transformation reward sharp play
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Rise of the Tomb Raider
Guards follow predictable patrol scripts.
The Suffering
Malefactors attack on fixed archetype patterns
The Suffering leans a little harder on variance, though the gap is small.
Rise of the Tomb Raider
Tomb unknowns dissolve after one visit.
The Suffering
Unknown spawns and morality outcomes on a blind run
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Rise of the Tomb Raider
Tomb puzzles, crafting, and collectible routing are solvable.
The Suffering
Weapon choice, rage meter use, and routes are learnable
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.