Planescape: Torment is an old PC RPG similar to Baldur’s Gate 1&2. Your character recovers from death in the morgue (which is where the game starts) and occasionally it will trigger memories in your character, who has amnesia of sorts.
Atrio: The Dark Wild - has you control a clone with a limited life span. When you die and resume from a new clone, the old clone corpse is lying around and you can harvest it for parts necessary to continue the story.
Sifu - when you “die” your character ages and gets stronger before trying again.
Karateka - plays a lot like a regular game with lives, but it’s not the same life. Every time you have to resume from a new life, it’s a different person attempting to get to the end.
Shadow of Mordor - when you are killed by an orc, you resurrect from a spirit. The orc, however, gets high-fives from all his mates and gets promoted, plus some new skills. Next time you see him he will call you out.
Hades - the entire story is based around you repeatedly failing and dying.
Super Meat Boy - well basically you die and restart, but when you finally beat the level, you get an instant replay with all your failed attempts simultaneously playing on top of it. The effect is more glorious the more you struggled to beat the level.
A DC game with the system would be interesting. Not necessarily Batman, but on the street level of Batman. You start with a bunch of known villains and random thugs and as you progress and take out the known fixed villains, you get to see the progress of your own rogues gallery. That would be amazing. You see a villain at the end of the game and know their origin story, which you may have been part of, you know where they earned scars, where they got equipment and what drives them.
You know that's not Evil McDouchebag that someone directly wrote. That's the Evil McDouchebag that naturally occured and was forged in your play through.
(I specifically mention DC because WB has the licence, so what's keeping them)
edit:
Just saw that Monolith is actually working on a Wonder Woman game. Not quite street level, but otherwise I kinda might get my wish.
That sounds fantastic. I would also rather start as a grunt that knows some martial arts or is good with gadgets and have a rockman/megaman mechanic that let's you learn/open the skill tree from the enemies you defeat.
That would mean that going for a big baddie can give you a big reward, but you're also risking making it stronger.
Plus it would give a boon to strategize lining oponents as you see what skills you need for defeating bigger enemies.
Disco Elysium has a number of potential soft locks, though you kind of have to go out of your way to actually get into one. The easiest one is probably paying for your hostel room the second night. Usually a combination of decisions and unlucky dice rolls are necessary to actually get locked, and/or poor use of skill points (meaning you can’t spend one to re-try the crucial roll).
There is also a seemingly minor decision in a side quest that can make a certain check during the ending unwinnable and thus lock you out of one of the most impactful moments in the game.
It only kind of counts but dead rising 1 fits. You have to follow an exact sequence of events, be at exact spots at exact times, or the main story ends and you can only get bad endings.
It’s actually really hard because you end up having to run from one boss to another and if you’re late there isn’t enough time to resupply. I eventually got to a boss fight where I didn’t have enough time to do anything else and I just couldn’t get past him. It isn’t that the game ends, but it just completely scaps the main story progression and says something like ‘the truth is lost forever’ .
I almost give that game a pass purely because of how much you're meant to start over again anyway. It's not like you spent the entire time on one perfect go through with no do overs, you'd probably already restarted a bunch of times by then, it's just another crazy mistake you couldn't have known you could make in that game.
Not that that really makes it better, but it's not on par with doing the same thing in a giant RPG, unless you only got one shot or something, but knowing that game I would doubt it. I never got that far, though, that game is... weird and particular
In Outer Wilds, dying is part of the story. There’s no way to save the game either, so when you quit it, it’s the same as if you died.
Your progress is preserved through death, with an in-game explanation that ties into the story.
The Stanley Parable also makes you start from the beginning over and over, but don’t be surprised if the game looks different after a restart.
There’s a PC game called Ctrl Alt Ego (Steam link) where you play as a disembodied conscience that can project itself into - and control - different entities in the game.
When your current host is destroyed you just become disembodied again and can project yourself into another nearby entity (even the enemy that destroyed your host, in some circumstances). It’s quite a unique concept and almost completely removes the need to quick save/quick load.
If you’re into Immersive Sim games then I would highly recommend it - Stands alongside Prey and System Shock 2 IMO.
Avenging Spirit for Gameboy and Arcade was exactly like that, and I think maybe Messiah had that mechanic, although you spent a long stretch being a plump and frail cherub.
In Thief 3: Deadly Shadows, when a city guard kills you for the first time you get sent to prison instead of dying. It’s a cool “bonus” level many players can miss because city guards are the easiest enemies.
I think it would be a cool idea if they gave other factions (Pagans and Builders) their own bonus levels
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