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 · Pure Optimization
A mechanical journey adventure solved by understanding the logic of its automaton-filled world.

Optimization · Pure Optimization
Methodically decoding intricate fixed mechanisms hidden in a puzzle dollhouse.
Syberia leans Optimization (Pure Optimization); The Room 4: Old Sins leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Syberia
Walking and clicking; zero reflex demand
The Room 4: Old Sins
Twisting mechanisms onscreen takes no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Syberia
NPCs follow scripted dialogue trees with no adaptive modelling
The Room 4: Old Sins
A fixed dollhouse of secrets; nothing adapts
The Room 4: Old Sins leans a little harder on variance, though the gap is small.
Syberia
Linear journey with virtually no hidden-information surprises
The Room 4: Old Sins
Mechanisms are hidden information until discovered
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Syberia
Mechanical clockwork puzzles require mapping part relationships
The Room 4: Old Sins
Each puzzle box is a deterministic mechanism to decode
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.