You know Cassik, for once I'd LOVE to see you make an intelligent arguement. Just once.
Okay lets look at some things right quick, Ps2 goes for the Realistic look while Gamecube goes for the Cartoonish look. Look at Final Fantasy X compared to Tales of Symphonia, which are both good games but which looks more real? Now lets look at Baten Kaitos compared to Xenosaga, Xenosage looks more real. Now think about Resident Evil looking Cartoonish or looking more real. I have Resident Evil 4 for my Gamecube and I like it, but it will be better on Ps2.
Do you know how stupid you sound right now? Cel-shading is a more ADVANCE than regular graphics. If you read Miyamoto interview during last year's E3, you would have known. He said thing along the lines of "the realistic Zelda is easier to make than the cel-shaded Zelda". Also, if you check back on some really old interviews, it's one in some mag that I forgot. Anyway it was about porting Jet Grind Radio From Dreamcast to Xbox, the Sega guys basically said the COULDN'T Cel-shad the entire game on Dreamcast because the system is NOT POWERFUL enough.
Ok, now these old interviews are... well old and hard to find, but let's use our heads a little. Have you SEEN CEL-SHADING BEFORE the 128 bit systems? The answer is NO! Cel-Shading has never been seen on N64 or PSX.
Now let's play pretend Cassik. Let's pretend that you're right and Cel-shading is a weaker method of rendering graphics. Then how do you explain TOS on PS2? If Cel-shading is such a weak graphic techique, how come the PS2 version sucks so much? It has blurry textures, runs at HALF the frame rate of the GC version, and suffers from long load times. The same problem happened with the PS version Viewtiful Joe. Both games used Cel-Shading for it's graphics. Then if Cel-Shading is such a weak method, then that proves once again how weak the PS2 hardware really is. If it has problems rendering an "inferior" style of graphics, how do you think it'll be able to handle the more "superior" realistic graphics?
BTW here's a little something that might enlighten you...
"PS2 can't do realtime refractions, procedural textures, or dynamic lighting without severely hitting the polygon count. It also doesn't have any native texture compression (it can use palletized textures, but that's it). What this means is that the water and explosions will all take a signficant hit on the PS2. So expect Thing Under the Lake to look significantly worse. Expect rivers and waterfalls to look worse. Expect that cool effect of the rain hitting the lake to be gone. Expect explosions and gunfire to not light up the surrounding area. Expect the weeds, trees, and other environmental objects to be cut down, expect blurrier textures, expect slowdown when there are lots of bad guys on screen, and lastly, expect significant load times."