Sakaguchi admits that he once entertained the idea of using voice overs for the sequences, but opted instead to make the player experience Shigematsu's work in its 'purest form', namely written word. You mean, we have to read?! The idea of spending 4 or more hours scrolling through text on the screen is not our idea of fun, and we immediately feel sympathy for those players without bionic vision, or just those playing on smaller than average sets.
We'd like to think that there's a method to Sakaguchi's madness, though his admission that Lost Odyssey will clock in at 40 hours, with 20 of these devoted to non-interactive story sequences, seems to stretch the boundaries of what can be considered a game, rather than just an interactive storybook. Nevertheless, Japanese Xbox 360 owners can pick up Lost Odyssey on December 6, while those in North America and Europe will have to wait until February to go blind.