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.

Optimization · Practiced Mastery
The original tomb-crawling platformer, a spatial puzzle solved with careful jumps.

Execution · Practiced Mastery
A 1998 single-player sci-fi shooter exploring an alien planet with agile enemies.
Tomb Raider leans Optimization (Practiced Mastery); Unreal leans Execution (Practiced Mastery).
Unreal leans a little harder on execution, though the gap is small.
Tomb Raider
Grid-based jumps need deliberate, precise positioning
Unreal
Aim and dodging against fast Skaarj carry encounters
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Tomb Raider
Wildlife and guardians follow fixed scripts
Unreal
Scripted alien AI never adapts to you
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Tomb Raider
First-run trap and secret locations are unknown
Unreal
First-run level surprises map out quickly
Tomb Raider leans a little harder on optimization, though the gap is small.
Tomb Raider
Levels are spatial puzzles with solvable routes
Unreal
Weapon choice, secrets, and route knowledge trivialise replays
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.