head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Practiced Mastery
A stealth platformer where the Cooper gang heists through time using memorised guard patrols and ancestor skills.

Optimization · Practiced Mastery
The streamlined modern reboot of classic Lara, light on every axis but optimization.
Sly Cooper: Thieves in Time leans Optimization (Practiced Mastery); Tomb Raider: Legend 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.
Sly Cooper: Thieves in Time
Timed sneaking, rail walks, and pickpocket inputs
Tomb Raider: Legend
Modernized grapple platforming with forgiving timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Sly Cooper: Thieves in Time
Guard patrols are scripted loops, never adaptive
Tomb Raider: Legend
Scripted mercenaries pose no adaptive threat
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Sly Cooper: Thieves in Time
Patrol routes and layouts are fully mappable
Tomb Raider: Legend
Linear levels leave little hidden
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Sly Cooper: Thieves in Time
Learning patrols, gadget choice, treasure routing
Tomb Raider: Legend
Puzzle rooms and time trials are cleanly solvable
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.