Generally speaking, the issue with the stories I write is that failure means death 95% time because you go against other people (or beings) of power who, if we are honest, don't have any reason to keep the MC alive, and I'm not the type to write "stupid evil" in the sense that they monologue long enough for reinforcements to arrive, no they kill and move on. The remaining 5%? 4% of it is crippling injury and 1% is survival via divine intervention, which you don't really want to use more than once per story, at best.
This paints the characters as "hyper competent" easily, and due to the nature of interactivity, failure states can be negated by making the right choice. Now, I don't have problems killing major characters either. But again due to the nature of the medium, being interactive, there is 0 reason for me not to offer the path where the deaths can be avoided. Alexander can die several times due to wrong choices (day 8, 13, 17 (linked to, day 13), 28 (thereabout), 33/34, 35, and even on day 37 from the top of my head).
Then there is the issue of time, the stories don't pace themselves the main characters' time, they are on a global clock so to say. Events will march forward regardless, had the MC been injured at any point, Tamara would have still gone through her plans. Either failing or succeeding and in the latter case probably come back to kill the MC for failing her. Could such a branch be written? Sure, it's just writing, but it wasn't in the scope of the story I wanted to tell. Although, it might make an interesting story in itself. Hmmm... Something to think about.
And
Arigon Garrett wasn't cut off from his emotions, he just doesn't know how to display them. There are more instances of him showing emotions in TRS2 as he is learning to express them (one notable being sorrow of sorts if he had kids with Naelae). Half of a lifetime of conditioning isn't easy to shake, no matter what.