Perhaps, depending on the message plot team wished to create. I think, that imminent and unavodiable death of protagonist is a powerful narrative move...but not for RPG. You see, such thing destroy much of roleplaying freedom, effectively removing "quet life option". If you have 6 months left, you may want to relieve your friends and beloved from the torment of seeing you fade away and being unable to do anything about it. It's very hard to watch terminally ill people die.then maybe it'd be easier to accept when it would finally go down that way.
So, there are only two options left: glorified suicide (Crystal Palace), or redemption run (like Arthur in RDR2). As for the latter, as Johny said, wrong city, wrong people, because V is not pre-written, as Arthur is, with his violent past which haunts him. Your or mine V could be a really decent person, not killing a single soul and ignoring morally questionable gigs. So no reasons to redemption, no sense in redemption forced by the plot.
To conclude, certain death as a result of pure plot mumbo-jumbo, not player's (player's, not character's) actions is a wrong move for RPG.


