OK, reading as much as I could, I notice a lot of people keep talking about "anime" styles in games and how much they hate them. "Anime" this, "Anime" that, but no one's really going into great detail. Anime has a lot of different styles to it, it's not all "Big-Eyed with Rainbow-Colored Hairstyles jutting out at all ends"; Hell, I just described My Little Pony, which we know for a fact is NOT anime. No, the only reason why Anime has been "homogenized" or "is all the same" is because too many people try to lump it all together like that. While I can't speak for how easy it is to live there, Japan seems to have accepted one thing the West can't seem to, that animation doesn't have to be just for kids. There are several people who could go into detail with that far better than I, but I just had to get that out there, and I can't deny that it isn't a factor in the lack of localization.
Really, I see two major factors going into it. The first, obviously, is the supposed general consensus towards Anime, and the negative approach many of the more vocal in this country seem to give it. Whether or not that really IS the consensus is another matter entirely. While I can't seem to find it anymore, I recall seeing a small list of localized games over the last couple years that sold in the U.S. anywhere from 1.5-3x the amount sold in Japan. I don't exactly know how to pull up this specific type of information outside of going to every last game made in the last few years and pulling up their global sales records, but I'll just try to be brief and say the interest is arguably here.
The second problem I see is the Anime-favoring side of the US's general methods for acquiring it. It's no big secret most Anime-lovers prefer subs, and only a very small percentage of people have actually stuck their necks out from their Internet-laden caves to purchase box sets of some of their favorite shows. I think this, more than anything else, is what inevitably hinders a lot of localization. The three most popular things that are localized from Japan are Anime, Manga, and Games, and when 2 out of 3 are barely being bought up (when they can be fansubbed, released the same day as they were shown in Japan, and viewed off the Internet for free) it becomes a strong disincentive for companies to burn the cash.