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.

Execution · Pure Mechanics
A relentless rail shooter testing aim and dodge execution against fixed choreography.

Execution · Pure Mechanics
A 3D platformer whose joy lives in tight movement and capture-driven traversal.
Sin and Punishment leans Execution (Pure Mechanics); Super Mario Odyssey leans Execution (Pure Mechanics).
Sin and Punishment leans a little harder on execution, though the gap is small.
Sin and Punishment
Simultaneous aiming, dodging and melee at relentless pace
Super Mario Odyssey
Precise platforming and capture-move tech ceiling.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Sin and Punishment
Everything on rails is scripted, nothing adapts
Super Mario Odyssey
No adaptive opponents whatsoever.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Sin and Punishment
Fixed enemy choreography every run
Super Mario Odyssey
Almost no randomness in level design.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Sin and Punishment
Scoring routes and boss patterns are memorisable
Super Mario Odyssey
Moon routes and movement tech 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.