The game is long enough -- clocking in at around ten hours -- that trimming some of the fat doesn't seem like a bad idea. It's a game brimming with potential, and I'd still recommend it if you don't mind some rough edges for the sake of fresh storytelling. It may be a pain sometimes, but my urge to see it through a second time despite that speaks volumes.
Among the Sleep is ultimately a cool experience worth seeing through to the end. There's a novelty to the perspective that's hard to deny, and when the game focuses on that it's great. If you enjoy a brisk, atmospheric journey from a fresh perspective, Among the Sleep is a solid choice.
The bigger issue is that Outlast accomplishes far more as an experience than it does as a game. That would be fine, but it tries to be a game more often than its stealth mechanics and AI could bear. Is it scary? For sure. But it's also capable of falling apart completely, deflating its own scare tactics, and leaving you wondering why Miles Upsher can't throw a single punch.
If a price tag doesn't bother you, and you have four controllers and friends, AND you don't mind a game that you'll never want to touch after a solid evening of fun, then Tiny Brains is still a worthy recommendation. That's a lot of caveats, though, and when there are games like Super Mario 3D World offering similar chaotic fun with hours of additional gameplay and challenge, Tiny Brains doesn't make the grade.
It asks for the players' money and time, yet they still must create the rewards for themselves. It looks expensive, with decent production values, semi-famous actors, and some real science fact behind the fiction, yet all that work, all that money, and all of your time never truly amounts to anything. We may never solve Kathleen's mystery, but I doubt that's the real tragedy here.
On the one hand I have to commend DreadOut for trying to be more than the no-depth scare factories that so many other indie horror games aspire to. It's a callback to the third-person horror games of the PS1/PS2-era and I appreciate that. On the other hand, every attempt to inject that much-needed depth is met with frustrating design decisions. I wanted it to be over well before the end of its brief, two-hour playtime.