Prince of Persia 2008 completely eliminated the idea of "death" from the narrative as a gameplay mechanic. This caused a lot of ruckus when the game came out about how there was "no challenge" because you "couldn't die," but honestly the game was a lot better for it.
The idea was this: in the narrative of the game, the Prince wouldn't ever actually die anyway, so why bother with "killing" him every time he missed a jump or fell from a cliff? So they had Princess Elika use her magic to basically "airlift" him back to a safe starting point. Mechanically this was essentially the same as the Prince "dying" and being reset back to an earlier checkpoint, except it cut out all the silliness that surrounds a video game death (the character model ragdolling, the companion character screaming "NOOOO!", the screen fading to black or grey and asking "Continue?", the game actually having to reload the environment back to the checkpoint state, etc.), and essentially streamlined the failure/recovery process to minimize frustration.
I felt it worked really well and didn't really affect the challenge of the game at all. There were many traversal sequences that were very long, and failure a would always send me back to the start of the sequence, but I never really got angry about having to do it again, because I simply "fell" rather than "died," and I could immediately pick back up and try it again, rather than waiting the game to waste time reloading.