It's a fairly pointless question without specifying what the criteria for assessment are. And even still, it might be or actually is a fairly pointless, opinion-based comparison.
To be somewhat more specific about my impression, my impression comes from how sound in some games (I'm specifically thinking of non-story-based games, but of course this is a generalization) is handled in a somewhat isolated manner, and its use is fairly dictated by the medium (meaning fixed sound cues). Some could say that's what "interactive sound" is. I say it serves mainly a responsive rather than representative role (?), particularly when a game has no story/plot. I find that slightly limiting. Where in linear media you have a linear sound composition, in games (sorry, generalization) you can have sounds that are played in isolation, even though they belong to the same scene. I mean, not all games are e.g. story-/plot-based so that there would be these "arcs" in how the story and it's soundtrack evolves and changes, or that there would be constant change, rather than loops and repetitive sound effects, so it would resemble more like a film (which is or has been one of the ideals in games for a long time for some, particularly the Japanese for example). Also the tools can and do impose constraints regarding how dynamic one can make something, but to consider the tools as making something difficult, is not that valid today I think, when the tools are actually pretty good and easy to use. I mean they're just tools and not something that considers what's really essential and what I think this question/comparison should be concerned with, which is the art itself, not the underlying/realizing technology.
But really, sound tends to serve a slightly/very different purpose in different media, as well as different projects in particular. And then there are projects/products which I find ingenious and and some which don't speak to me at all. So well, it's just an opinion.
However, there could be some philosophical value in debating what and how sound should be used, what's its purpose or how its use could e.g. be advanced in all games, where I think there are some constraints.