So quickly, because I never have time anymore apparently. If you want to go with your investigative route I would suggest adding in the "meat-grinder" mentality to it. Everyone has a dozen or so character, but your "main" character is part of an umbrella company that is trying to figure out what the fuck is going on with these incidents. You send people (your other characters), but eventually, you have to go into the field when they run out. And when that happens? The game ends. You haven't finished the investigations, nothing is gained, and you provide your players a feeling of what it would be like trying to manage in a world/location where Ito situations occur. If you get to the end with characters? Well, I hear there is a thing going on in South America that needs investigating (read: South American Horror). Which would be highly psychedelic and "heady".
As for the campaigns bricolage style: Have different sessions be VASTLY different. One session is a slice of life (which ends in the axe murder of TOMEI for example), the next is an investigation of a small fishing hamlet (then ending in Uzumaki spirals), the other is an action sequence protecting a girl the local prefecture has decided that she is the source of ALL THE PROBLEMS (read: Hellstar Remia). This HARSH shift in gaming styles and play sessions will help with the bricolage style. A mental note: Bricolage is simply a pile of shit that makes a picture: take a book, a box of poutine, a jar of maple syrup, and a bottle of Cola and assemble them into the shape of Lord Canada's High Horse. That Sculpture of a Bricolage. It's ugly, fast, but it works if the artist is skilled enough.
ONE MORE THING: If you want the DG style, check out and read the RAID ON INNSMOUTH RPG campaign. It uses multiple play session to give multiple viewpoints of the FBI's raid of the fishmantown. I think you can die pretty horrifically in each session, but other session have the players view/discover/crosspaths with previous play characters