head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Optimization · Practiced Mastery
A complex immersive sim that rewards meticulous resource management and environmental puzzle solving over raw shooting skill.

Optimization · Practiced Mastery
A stylish urban gacha action RPG mixing combo combat with character-pull economies.
System Shock (1994) leans Optimization (Practiced Mastery); Zenless Zone Zero 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.
System Shock (1994)
Moderate aim demands with stamina and leaning mechanics as execution layer
Zenless Zone Zero
Parry timing, dodge counters, assist-switch combos
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
System Shock (1994)
All enemies are scripted cyborgs and mutants with no adaptation
Zenless Zone Zero
Enemy patterns are scripted, not adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
System Shock (1994)
SHODAN camera placement and event triggers are opaque until mapped
Zenless Zone Zero
Gacha pulls and disc-drive substats gate power
System Shock (1994) leans a little harder on optimization, though the gap is small.
System Shock (1994)
Hacking, resource management, and log routing form deep solvable systems
Zenless Zone Zero
Team synergy, rotation theory, and stat optimisation dominate endgame
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.