Er, Joost, I’ve worked on PS3 since last summer - I know first-hand what qualifies as next-gen! 
It seems people are hung up on the poly count. There’s actually more to it than that. Yes, PS2 can handle 4,000-triangle models. What it can’t handle is large texture sizes and normal maps. My Hulk model has both. You can literally put the camera an inch from his face and count the skin pores. I challenge you to name a PS2 or Xbox character model where you saw that happen!

I’m repeating myself now, but high poly counts in games are less of an issue since normal mapping came in. You don’t need to add extra geometry to create the impression of 3D detail anymore; normal maps can take care of that instead. So for PS3 I’d say that texture size is as important to creating a detailed model as poly count.
So all this talk of, “a game model isn’t to next-gen specs unless the poly count is over 10,000”… sorry gents, that’s just not true, and anyone working on PS3 or Xbox 360 will back me up on that. If somebody creates a normal-mapped character that looks great at 3,000 polygons… why worry? Nobody in the videogames industry is going to shout at you for using fewer polygons! 