I think that you have made a fundamentally flawed assumption: that suspension of disbelief is achieved by "tricking" the player with elaborate explanations and realistic visuals. This is not the case. The key word in the traditional term is "Willing." Willing Suspension of Disbelief. We know fiction isn't real, that it's not real. No amount of elaborate backstory will draw us in by tricking us. Suspension of Disbelief isn't something I, as a writer, cause. It is something the reader or player volunteers as their end of a sort of contract. They agree to provide their attention and the writer agrees to provide a story worthy of that attentiveness.
Therefore, the issue many JRPGs have is that their writing is either poor or just doesn't cross cultural bounds. Bad writing, regardless of it's elaborateness, will not maintain suspension of disbelief in the reader. Because it fails to hold up the writer's end of the deal. And then the issue of cultural bounds: games heavily rooted in Japanese culture - Persona (from my understanding, not a player of it myself), Youkai Watch, etc are rooted in Japanese culture, folk or otherwise. It's got little to do with realism; unrealistic stories have drawn in western and eastern viewers/players/readers for centuries. But it has to be internally consistent and engaging. Failing to be those, the Willing Supsension of Disbelief will be broken.