This is one of those things that you already knew, but probably have never seen someone spell out in exact detail. You know what cel shading is, you know it makes games have a different vibe than their gritty HD siblings, and you've hopefully played a few games that employed it well. I decided to write about the basic artistic effect going on based on a few architecture principles. Smooth surfaces = bouncy, light feeling, gritty surfaces = heavy, dark feeling. A few distinctions about what is not cel shading and what actually is, good examples of it being used, and then a part where I ramble about Uncharted 2's effective combination of the two elements.
Art stuff and such.