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
A mythology-driven climber where puzzle-solving outweighs combat skill.
Sly Cooper: Thieves in Time leans Optimization (Practiced Mastery); Tomb Raider: Underworld 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: Underworld
Free-form climbing with moderate timing demands
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: Underworld
Scripted enemies and creatures, no adaptation
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: Underworld
Mostly visible level structure
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: Underworld
Large puzzle spaces reward systematic exploration
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.